Um, because in licensing an engine you don't need to touch (unless you want to) any hardware-specific details, but still get the advantage of offloading graphics processing to the video card, increasing available computation power for a given target machine.
Huh?
Youi're saying that the engines you license are already hardware agnostic, and don't have different issues on different hardware? When was the last time you saw any game based on "some licensed engine" that had zero inconsistency across hardware platforms.
When I make my game with a licensed engine, and someone calls me because their "set-up" doesn't work, do I get to just forward the call to the licensing company?
I don't see why on earth you are opposed to this idea.
Engine licensing has its place. There are valid reasons for EACH of the following approaches. (And each approach having its own set of cons as well.)
1) Build engine from scratch, using hardware based API
2) License Engine, and use unmodified
3) License Engine, and modify it
4) Build engine from scratch, using software based API
Again, I just fail to see why number 4 is "all con, and no pro" to you.
Another way of stating this is that modifying an existing game (Unreal-series, Quake-series, etc.) would be better than going all software to make things easier, whether you want to produce a product to make money off of or not.
Chalnoth, why can't you see that it all depends on what type of game you are trying to make? If I want to make money with a game like the Sims, why should I license Unreal or Quake?
Why do you fail to realize that at some point, the trade-off for "performance" vs. "platform stability" can tip toward "platform stability"? It all depends on the graphical requirements of your game.
Anyway, the way I see it, a software renderer had better be a "basement bargain bin" type of programming interface. There are much better ways to reduce programming and support overhead than killing processor performance through software rendering.
Hey, tell that to Derek Smart....I'm sure he's all ears to whatever obvious ways you are talking about.
Your basic problem is, you are running with the assumption that every game requires the performance of these hardware video cards.
BTW
Did you ever notice how many games, when shipping with full motion video clips, have their OWN software codec to play-back the video? (Bink, for example). Why is there even a market for such a thing? I mean, every computer has some ability to decode video through a standard interface...Why not just encode the video to some "industry standard, hardware decodable codec?"