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Announcing rlsw, the new raylib software renderer backend. No GPU required. The Future is Now. #raylib

91,099 görüntüleme • 7 ay önce •via X (Twitter)

41 Yorum

Łukasz | Wookash Podcast profil fotoğrafı
Łukasz | Wookash Podcast7 ay önce

I still prefer RLSW off. You clearly see the vision and direction, which is brutally destroyed by RLSW!!!

Lakshay Chauhan profil fotoğrafı
Lakshay Chauhan7 ay önce

@tsoding would love this.

Eth3real_0x1A0F profil fotoğrafı
Eth3real_0x1A0F7 ay önce

DLSS 5 ON

Ramiro "Rex" Rojo profil fotoğrafı
Ramiro "Rex" Rojo7 ay önce

Huh this means raylib could theorically be ported to something like the GBA maybe...

Ray profil fotoğrafı
Ray7 ay önce

not really, performance is way lower than GPU-accelerated graphics, it need some decent CPU but for example, it can run on an ESP32 S3

Johnny Yukari profil fotoğrafı
Johnny Yukari7 ay önce

CPU-only backend is legit useful. Containerized game dev just got way easier.

Joseph Suarez 🐡 profil fotoğrafı
Joseph Suarez 🐡7 ay önce

Headless without virtual screen buffers etc?

Ray profil fotoğrafı
Ray7 ay önce

It renders to a frame buffer, the final output depends on the platform selected, PLATFORM_MEMORY just gives you the buffer that can be saved to a file if you want, PLATFORM_DESKTOP_WIN32 preconfigures a window with GDI and outputs that framebuffer

the purple profil fotoğrafı
the purple7 ay önce

raylib can now run doom

Gregor profil fotoğrafı
Gregor7 ay önce

Building my finance app, I've noticed that sometimes the most powerful solutions come from removing dependencies, not adding them. Same thing happened when I had to optimize for low-end devices, had to get creative with rendering. No GPU required is a game changer.

Sadi Moodi profil fotoğrafı
Sadi Moodi7 ay önce

funny how everyone's chasing GPU acceleration when embedded devs have been doing CPU-bound rendering since the 90s. the real win here isn't 'no GPU' - it's predictable performance on $5 microcontrollers where every cycle counts. ESP32-S3 at 60fps for simple UIs beats a $2000 GPU that can't boot without drivers.

Michael🧙 profil fotoğrafı
Michael🧙7 ay önce

This is beautiful haha

Kiryoko 🐧 profil fotoğrafı
Kiryoko 🐧7 ay önce

? we could always since the dawn of time render stuff using the cpu it's just that it's so inefficient being able to render stuff using a cpu is not the problem heck, even right now I'm replying to you and seeing your vid in a vm without gpu acceleration!

nikodev profil fotoğrafı
nikodev7 ay önce

software rendering.. holy shot

Xenex Senpai. profil fotoğrafı
Xenex Senpai.7 ay önce

that's cool but CPU computed is gonna destroy my laptop

ًً profil fotoğrafı
ًً7 ay önce

My CPU watching the GPU doing nothing be like:

vadiks2003🌳 profil fotoğrafı
vadiks2003🌳7 ay önce

i'll assume it doesnt support shader code for obvious reasons, unless you straight up decided to make GLSL - > software rendering

Ray profil fotoğrafı
Ray7 ay önce

you assume correctly, no shaders support, at least for now...

Valentino Giudice profil fotoğrafı
Valentino Giudice7 ay önce

Doesn't the information still eventually need to go through the GPU to be actually placed on the screen?

Ray profil fotoğrafı
Ray7 ay önce

yes, software renderer just outputs to a framebuffer that needs some way to be displayed on screen, raylib supports that through different platform backends, like Win32 GDI on Windows BUT it also supports PLATFORM_MEMORY backend allowing to save buffer directly to a file image.

Valentino Giudice profil fotoğrafı
Valentino Giudice7 ay önce

Ok, thanks, interesting.

Reece profil fotoğrafı
Reece7 ay önce

Nice! More for the Raylib SDK

Fgmenth profil fotoğrafı
Fgmenth7 ay önce

This is hilarious lmao.

sapo sabao profil fotoğrafı
sapo sabao7 ay önce

so cool!

Omar Mahdi profil fotoğrafı
Omar Mahdi7 ay önce

Nvidia in shambles

KENSHIRO+ | Listen Now On Spotify 🎵 profil fotoğrafı
KENSHIRO+ | Listen Now On Spotify 🎵7 ay önce

this demo has a very cool Y2K feel to it

Hanprogramer profil fotoğrafı
Hanprogramer7 ay önce

I can finally make games on the toaster

0293 profil fotoğrafı
02937 ay önce

That is an amazing achievement.

Soil Demon 💙💚💛 profil fotoğrafı
Soil Demon 💙💚💛7 ay önce

Thank you so much! This makes Raylib unironically a really good library for UI rendering.

🇵🇰کوڑا بادام 😛 profil fotoğrafı
🇵🇰کوڑا بادام 😛7 ay önce

but why would we do this through CPU? Is this for smaller MCU platforms??

Ray profil fotoğrafı
Ray7 ay önce

yes, there are multiple microcontrollers that can benefit from this, also automated graphics processing on servers in headless mode, there are multiple applications

Tomson Smolson profil fotoğrafı
Tomson Smolson7 ay önce

Whats the difference between this and how raylib normalny works? Sorry, i dont know much about computer graphics

Porkman profil fotoğrafı
Porkman7 ay önce

the timing on this is crazy lol

a sensitive young man profil fotoğrafı
a sensitive young man7 ay önce

How is it different from other cpu based renderers?

🏴‍☠️ 🅢🅐🅘🅝🅣🅗🅔🅛🅛 🏴‍☠️ profil fotoğrafı
🏴‍☠️ 🅢🅐🅘🅝🅣🅗🅔🅛🅛 🏴‍☠️7 ay önce

On a threadripper.... must diminish window size and add viewport to play decently with old CPU.

Норд Варванье profil fotoğrafı
Норд Варванье7 ay önce

If I’m developing a game for regular PCs, how it can benefit me?

재이 🕯️🍉 profil fotoğrafı
재이 🕯️🍉7 ay önce

correct me if I'm wrong, but the point is that it looks and performs almost the same even when it's on, in other words, even when GPU acceleration isn't available.

Ray profil fotoğrafı
Ray7 ay önce

software renderer is +10 times slower than GPU-accelerated mode but small and relatively simple examples can still run at 60 fps without problem

재이 🕯️🍉 profil fotoğrafı
재이 🕯️🍉7 ay önce

oh I was addressing people in the comments who were confused about it! (thinking it is some kind of graphics enhancement) thanks for clarifying!

Filip Aničić profil fotoğrafı
Filip Aničić7 ay önce

Would it be easy to switch between software and hardware renderer backend? If so, this would be perfect to make desktop software and add hardware rendering afterwards.

Ray profil fotoğrafı
Ray7 ay önce

At this moment, software renderer must be selected at compile time, not runtime, the final output to draw generated frames depends of how the window is configured, for example in Windows using GDI

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