My problem with Tim's view on software rendering is not the arguments he puts forth on why it's better. Yes, no more convoluted code to work on specialised hardware. Easier to maintain, and update, more flexible, yes, yes, yes.
So why didn't it work back in 1998? We had the two major engines coming out with software renderers, scratch that, games coming out with rendererers optimised for the CPU archs of the time instead of the hw accelerators exactly because most people didn't have a 3D Accel. Back then, assembly was also heavily used and the sequence of CPU instructions was carefully profiled. The data types, application model, precision, everything was made with the CPU in mind.
The first 3D accelerators didn't even provide that much of a performance boost, if they provided one at all (see GLQuake and Verite). Yes, you got 16-bit colour and filtering "for free" but still with the immature drivers of time, fragmented market, OS incompatibilies, why didn't software rendering succeed?
Because it was bloody slow that's why. Tim seems to believe things have changed in this regard, or will change soon. You don't need sound hardware nowadays except for professional editing or you don't have a digital output for your onboard. This doesn't mean dedicated sound hardware can't sound better, it just means the worst case of sound taking 10% of CPU time is fairly reasonable for what you get. Not so with graphics.
Also back in 1998 Moore's Law when applied to CPU speed, rather than transistors as it should, was very much alive. CPU speed basically doubled every 18 months so it stands to reason a software renderer would have legs to grow. Since 2004 we've hit a wall and are getting more cores rather than speed. Shouting RAYTRACING at that doesn't help Tim's case because
this is the best ray traced implementation of an actual game I've seen and apart from the textbook rt effects the IQ improvement is marginal.
If you do go SR but bring up performance by introducing hacks/work arounds/smoke & mirrors how is that different from today's hw featureset requiring those? Yes, you have the option, but it's a false one if you can't hit 30fps without them.
So, software rendering is still as slow as it was before, relatively speaking, yet the market for it is much harder to penetrate now than it was, there's 12 years of game developer knowledge built on top of hw renderers so inertia will play a big role, and finally, if Tim continues to think SR is the way forward why hasn't he rolled up his sleeves and did something about it in the past 12 years?
perf/watt is a good argument that is demolished by the fact enough people still buy NVIDIA's top of the line cards for them to keep going OR the fact AMD (and now NV according to the recent slides) are/will be improving perf/watt significantly. Heck, if perf/watt is _that_ important that we're willing to overlook something as basic as being able to hit 30fps, why go with X86 at all? Let's all do software renderers for ARM. Performance, efficiency, flexibility. Pick any two.
Anyway, I mostly want him to release something. I want to see a new tech demo.