Software renderer: Difference between revisions
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Software renderers often have limitations, and with the usage of CPU instead of GPU for rendering usually causes performance hit (especially for hardware at the time), thus, software renderers are largely deprecated in most games since the early 2000s (and the {{source|4}} engine requires [[DirectX]] (or [[OpenGL]], [[Vulkan]]) compatible graphics card in order to play the game. | Software renderers often have limitations, and with the usage of CPU instead of GPU for rendering usually causes performance hit (especially for hardware at the time), thus, software renderers are largely deprecated in most games since the early 2000s (and the {{source|4}} engine requires [[DirectX]] (or [[OpenGL]], [[Vulkan]]) compatible graphics card in order to play the game. | ||
The GPU is still used for processing the 2D image generated from the software renderer, but no 3D hardware is used. | The GPU is still used for processing the 2D image generated from the software renderer, with DirectDraw also being used if running in exclusive fullscreen mode, but no 3D hardware is used. | ||
=={{idtech2|4|nt=4}} Software Renderer== | =={{idtech2|4|nt=4}} Software Renderer== | ||
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====Features==== | ====Features==== | ||
* '''DirectDraw''' - Part of {{wiki|DirectX}}. DirectDraw will be used when the game runs in exclusive fullscreen mode with software renderer selected. | |||
* '''16-bit rendering''' for up to 65536 colors on screen at a time - Quake used an 8-bit renderer, which was limited to 256 colors | * '''16-bit rendering''' for up to 65536 colors on screen at a time - Quake used an 8-bit renderer, which was limited to 256 colors | ||
* '''Colored lighting''' - Quake simply had monotone lighting | * '''Colored lighting''' - Quake simply had monotone lighting | ||
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====Since 25th Anniversary==== | ====Since 25th Anniversary==== | ||
'''[[Software renderer]] support on {{Linux|3}}''' | * '''[[Software renderer]] support on {{Linux|3}}''' | ||
* '''Direct3D 9''' - Also part of {{wiki|DirectX}}. This is only used for rendering [[Startup Videos|startup videos]] (like Valve intro) when software renderer is used. | |||
====Missing Features and Limits and Problems==== | ====Missing Features and Limits and Problems==== | ||
* Lack of texture filtering | * Lack of texture filtering | ||
* 256x256 texture size limit | * 256x256 texture size limit | ||
* No anti-aliasing support | |||
* No Dynamic Shadows support | * No Dynamic Shadows support | ||
* Lower limits for drawing geometry | * Lower limits for drawing geometry | ||
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* No [[Detail textures (GoldSrc)|Detailed textures]] | * No [[Detail textures (GoldSrc)|Detailed textures]] | ||
* Overdraw from brush entities and {{ent|func_detail (GoldSrc)|alt=func_detail}} is more problematic | * Overdraw from brush entities and {{ent|func_detail (GoldSrc)|alt=func_detail}} is more problematic | ||
* Mid-poly or high-poly models will disappear. | |||
* Overbright lighting on MDLs (instead of only map geometry) | * Overbright lighting on MDLs (instead of only map geometry) | ||
Latest revision as of 22:43, 13 September 2025
A software renderer, such as those available in GoldSrc and
id Tech 2, uses the CPU to render 3D geometry, instead of a GPU. A 3D application using a software renderer can be considered to be running in software mode.
Software renderers often have limitations, and with the usage of CPU instead of GPU for rendering usually causes performance hit (especially for hardware at the time), thus, software renderers are largely deprecated in most games since the early 2000s (and the Source engine requires DirectX (or OpenGL, Vulkan) compatible graphics card in order to play the game.
The GPU is still used for processing the 2D image generated from the software renderer, with DirectDraw also being used if running in exclusive fullscreen mode, but no 3D hardware is used.
Id Tech 2 Engine Software Renderer


Features
GoldSrc Engine Software Renderer


Features
- DirectDraw - Part of
DirectX. DirectDraw will be used when the game runs in exclusive fullscreen mode with software renderer selected.
- 16-bit rendering for up to 65536 colors on screen at a time - Quake used an 8-bit renderer, which was limited to 256 colors
- Colored lighting - Quake simply had monotone lighting
- Transparent textures - Glass can now be used in maps
- Water ripples
Since 25th Anniversary
- Software renderer support on Linux
- Direct3D 9 - Also part of
DirectX. This is only used for rendering startup videos (like Valve intro) when software renderer is used.
Missing Features and Limits and Problems
- Lack of texture filtering
- 256x256 texture size limit
- No anti-aliasing support
- No Dynamic Shadows support
- Lower limits for drawing geometry
- No Water waves
- No Detailed textures
- Overdraw from brush entities and func_detail is more problematic
- Mid-poly or high-poly models will disappear.
- Overbright lighting on MDLs (instead of only map geometry)
See also
External links
Software rendering
DOS Quake on Wikipedia
- Quake fandom wiki