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by modeless 2798 days ago
I agree that Vulkan isn't necessary, but neither is OpenGL, or a GPU at all. A software rasterizer would be the way to go. Even a mobile CPU should be able to rasterize 2048 polygons per frame at 256x192 using fixed point math. That's almost Quake 1 levels of graphics, and Quake 1 was software rendered in 1996 on 75 Mhz Pentium 1s.

Edit: Reading other articles on the site, it seems like they started with a software renderer. I wonder why they decided to try OpenGL?

2 comments

People like to increase the internal resolution to render at 4K or more, which I believe is much faster when using hardware to do it.
Wow, yeah, that would be a reason to use hardware. Here's what that looks like: https://youtu.be/tvGVqGQIDGA

Kind of an interesting aesthetic. It looks less terrible than I expected. I think it would be interesting to apply some of the recent machine learning based upsampling techniques on DS games too.

4K at 60 FPS is basically impossible on CPU.
People like to add shaders to their emulation these days; crt filters, colour adjustment, samplers, etc.
It should be easy enough to upload the final rasterized texture to the GPU and apply filters there.
That doesn't help when geometry is a target for shading.