Maes
I like big butts!

Posts: 8662
Registered: 07-06 |
On the converse, I think I got it perfectly.
What does a modern Direct 3D game do if no "compatible hardware" is found? It refuses to run, crashes with an error, or at best, reverts to a software renderer. WARP replaces the need to write said software renderer from scratch. From the apps point of view, the fallback to the emulated "hardware renderer" should be transparent, and needless to say, it avoids a lot of coding fuss.
My point is that it probably won't be able to compete with a custom written, optimized software renderer like those found in GZDoom or older titles.
It may look pixel-perfect identical to an actual 3D card's output though without any programmer trouble, if that's the point, but it's not really a very good idea to use it as an automatic fallback option.
As you said, its use is much like a compatibility bridge, but I'll add that it has little practical value except for test purposes, or in the few occasions where a crappy's videocard "fake DirectX" drivers actually perform worse than WARP + frame buffering.
Heh, I hope we won't be seeing "software VGA accelerators" any soon built on the assumption that WARP will make it all nice and easy...
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