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Manufacturer: Scott Michaud
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A new generation of Software Rendering Engines.

We have been busy with side projects, here at PC Perspective, over the last year. Ryan has nearly broken his back rating the frames. Ken, along with running the video equipment and "getting an education", developed a hardware switching device for Wirecase and XSplit.

My project, "Perpetual Motion Engine", has been researching and developing a GPU-accelerated software rendering engine. Now, to be clear, this is just in very early development for the moment. The point is not to draw beautiful scenes. Not yet. The point is to show what OpenGL and DirectX does and what limits are removed when you do the math directly.

Errata: BioShock uses a modified Unreal Engine 2.5, not 3.

In the above video:

  • I show the problems with graphics APIs such as DirectX and OpenGL.
  • I talk about what those APIs attempt to solve, finding color values for your monitor.
  • I discuss the advantages of boiling graphics problems down to general mathematics.
  • Finally, I prove the advantages of boiling graphics problems down to general mathematics.

I would recommend watching the video, first, before moving forward with the rest of the editorial. A few parts need to be seen for better understanding.

Click here, after you watch the video, to read more about GPU-accelerated Software Rendering.