I love software rendering(jamesfmackenzie.com)
369 points by speckx 9 days ago | 230 comments
tl;dr: Running classic DOS games like Quake, Duke Nukem 3D, and Blood in their original software renderers at high VESA resolutions (e.g., 800×600) on modern hardware yields a sharp, gritty look that the author prefers over the blurry bilinear filtering of period 3D-accelerated versions. Software rendering was CPU-bound and impractical at those resolutions in the 90s, but a fast modern PC running native DOS can now push it at a locked 60fps—though the heaviest Build engine games still tax even multi-GHz quad-cores.
HN Discussion:
  • ↑Shares nostalgia and affection for software rendering's aesthetic and simplicity
  • ↓Argues the author is conflating software rendering with simply disabling bilinear filtering/anti-aliasing, which GPUs can also do
  • ~CRT displays of the era would have softened the sharp pixelated look the author admires on modern displays
  • ↓Modern GPU-accelerated rendering with raytracing ultimately provides a superior gaming experience
  • •Highlights contemporary software rendering projects and sourceports as worth exploring