here's a quote from tim regarding his predicted return to software rendering....
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http://www.gamespy.com/legacy/interviews/sweeney.shtm
"Gamespy - Do you ever think you'll tinker with a voxel engine, or combining a voxel and a polygon engine?
Tim - I don't think voxels are going to be applicable for a while. My thinking on the evolution of realtime computer graphics is as follows:
1999: Large triangles as rendering primitives, software T&L.
2000: Large triangles, with widespread use software-tesselated curved surfaces, limited hardware T&L.
2001: Small triangles, with hardware continuous tesselation of displacement-mapped surfaces, massive hardware T&L.
2002-3: Tiny triangles, full hardware tesselation of curved and displacement-mapped surfaces, limited hardware pixel shaders a la RenderMan.
2004-5: Hardware tesselation of everything down to anti-aliased sub-pixel triangles, fully general hardware pixel shaders. Though the performance will be staggering, the pipeline is still fairly traditional at this point, with straightforward extensions for displacement map tesselation and pixel shading, which fit into the OpenGL/Direct3D schema in a clean and modular way.
2006-7: CPU's become so fast and powerful that 3D hardware will be only marginally benfical for rendering relative to the limits of the human visual system, therefore 3D chips will likely be deemed a waste of silicon (and more expensive bus plumbing), so the world will transition back to software-driven rendering. And, at this point, there will be a new renaissance in non-traditional architectures such as voxel rendering and REYES-style microfacets, enabled by the generality of CPU's driving the rendering process. If this is a case, then the 3D hardware revolution sparked by 3dfx in 1997 will prove to only be a 10-year hiatus from the natural evolution of CPU-driven rendering."
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so i guess we only have a few more years before we find out if he's right or not. what do i think? i'm quite certain that software rendering will not make a comback as tim suggests. it might rear it's ugly pixelated head up a few times here and there, but to say it will be the primary rendering platform is pretty far fetched, from what i see.
gpu's are getting more programable every generation, and i believe rendering meathods currently looked at as "non-traditional" (those available only in software engines now) will begin to be supported in hardware. doesn't dx10 have support for hardware voxel rendering? how long do you thing before we have hardware support for splines or other, non-polygon primatives in hardware? there won't be a need to shift back to software rendering because the hardware will have adapted and will be capable of doing everything you could achieve via software, only faster, with faster memory, more bandwidth, and higher accuracy.
if anything i see gpu's becoming even more general purpose where non-graphical tasks can be performed. maybe the video card market being replaced by a "gaming card" market, where the add in board has more than just a gpu, but also dedicated hardware for physics calculations, ai, ect; or possibly those feature being added to the gpu core altogether. budget solutions will
only have programable shaders, and will have to rely on "software physics". and the term "software physics" will carrry the dirty (low end) connotation software t&l currently does.
c: