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Yes and no. Software rendering can take advantage of "tricks" learned by force
of necessity through years of trial and error. With such stratagems, the speed of
software rendering for simple scenes can approach that of low-level hardware
3D rendering. On the other hand, as scenes become more complex (or frame
sizes become larger), there are conflicts between using the CPU for high-level
game logic, geometry, lighting, and rendering, all of which increase their
demands. No current CPU or system can perform advanced quality-
enhancements (bilinear filtering and alpha blending) in real time. Even general
case texture mapping with RGB lighting is too much for the current CPU
generation.
Q6
What does "software 3D" mean?
Answer
Software 3D is generally used to mean using non-specific (2D) hardware in
conjunction with the CPU to render for 3D applications. Some of these
techniques allow usable 3D applications when high-powered and/or MMX™-
equipped CPU's are employed along with special-case software optimization
techniques. As stated above, SW 3D can achieve credible results with today's
(software optimized) applications, but the rising popularity of good 3D hardware
at the consumer price level is inexorably compelling the public to expect
hardware level scene enhancements and frame rates.
Q7
What is “SGRAM”?
Answer
Synchronous Graphics Random Access Memory (SGRAM) is a new and
improved type of memory, custom-designed for graphics use.
Q8
What is the advantage of as compared to ordinary DRAM?
Answer
is now capable of running at much higher speeds than Fast Page Mode or EDO
DRAM. Also, is able to execute a small number of frequently executed
operations, such as buffer clears, specific to graphics applications,
independently of the controller.