Please add Ryzen, Epyc, Threadripper and also Intel i7 to the comparison.
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LLVMpipe vs. OpenSWR Software Rendering On A 40 Core / 80 Thread Tyan Server
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Originally posted by Adarion View PostAh, good old times when we had Quake 1 running on a 486 in 320x200. It was still playable. And pure SW rendering.
As for the article I think the only thing missing is some kind of low-end GPU to compare these numbers to. Intel HD graphics would be fine.
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Originally posted by devius View Post
Quake was really meant as a Pentium game, and even on a Pentium 133MHz it only averages about 27fps.
WRT article, I think testing llvmpipe or swr with games have no or little meaning. Both renderes are too general to be really optimized for realtime graphics.
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Originally posted by Adarion View PostWasn't something like Half Life 1 the last game that was offering pure SW rendering (okay, maybe also some implementations of DooM source ports like zdoom)?
It totally worked in software mode, despite not being as smooth and looking like pixel porridge.
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Originally posted by blacknova View PostTrue, though Quake was (relatively) playable even on 486 dx2-66,
Originally posted by blacknova View Post...to run it smoothly at least at 320x200 Pentium 60 were needed.
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Originally posted by DMJC View PostWhat's the raytracing performance like on this sort of hardware? I mean it's an old technique, surely the performance gains since the early 1990s have been vast.
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Originally posted by devius View PostQuake was really meant as a Pentium game, and even on a Pentium 133MHz it only averages about 27fps (which was considered playable back then). I'm not making up these numbers BTW. I tested Quake on these systems a few months ago.
Anyway, all this talk of Quake is irrelevant, given how much more sophisticated graphics APIs and game engines have become. But it was impressive what they managed to achieve, back in the day.
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