As everyone knows, we can't have same quality with software as we can with 3d accelerated rendering, not if we want more than 1 frame per day or something
Anyway, I was wondering, what are the most advanced software rendering engines used atm in games, and what can they do, what effects they miss, what they don't etc
as an example of best I remember seeing, I take PixoRenderer (or something like that) from Unreal Engine, took some shots from UT2004 with it, first with default settings then some with maxed settings from ingame menu & bit ut2004.ini editing
the game flies with my rig, which nowadays includes Matrox Millennium PCI (My R9800 Pro broke down, sending it for RMA next monday), even at stock clocks (P4 2.4C) it's playable, with the normal clocks I use (@ 3.4GHz) I bet I could even raise the resolution at least to 800x600 while maintaining playable framerates with couple bots around.
Anyway, here's the shots, which imo look pretty good considering it's software with playable framerates, they're taken @ 640x480 resolution and resized with almighty MSPaint to fit rules of another forum
The point of this thread is that you people explain me where is software rendering today, what we can do, what we can't do and which games feature the most advanced software renderers around 8)
Anyway, I was wondering, what are the most advanced software rendering engines used atm in games, and what can they do, what effects they miss, what they don't etc
as an example of best I remember seeing, I take PixoRenderer (or something like that) from Unreal Engine, took some shots from UT2004 with it, first with default settings then some with maxed settings from ingame menu & bit ut2004.ini editing
the game flies with my rig, which nowadays includes Matrox Millennium PCI (My R9800 Pro broke down, sending it for RMA next monday), even at stock clocks (P4 2.4C) it's playable, with the normal clocks I use (@ 3.4GHz) I bet I could even raise the resolution at least to 800x600 while maintaining playable framerates with couple bots around.
Anyway, here's the shots, which imo look pretty good considering it's software with playable framerates, they're taken @ 640x480 resolution and resized with almighty MSPaint to fit rules of another forum
The point of this thread is that you people explain me where is software rendering today, what we can do, what we can't do and which games feature the most advanced software renderers around 8)