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

91,099 次观看 • 7 个月前 •via X (Twitter)

41 条评论

Łukasz | Wookash Podcast 的头像
Łukasz | Wookash Podcast7 个月前

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

Lakshay Chauhan 的头像
Lakshay Chauhan7 个月前

@tsoding would love this.

Eth3real_0x1A0F 的头像
Eth3real_0x1A0F7 个月前

DLSS 5 ON

Ramiro "Rex" Rojo 的头像
Ramiro "Rex" Rojo7 个月前

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

Ray 的头像
Ray7 个月前

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 的头像
Johnny Yukari7 个月前

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

Joseph Suarez 🐡 的头像
Joseph Suarez 🐡7 个月前

Headless without virtual screen buffers etc?

Ray 的头像
Ray7 个月前

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 的头像
the purple7 个月前

raylib can now run doom

Gregor 的头像
Gregor7 个月前

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 的头像
Sadi Moodi7 个月前

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🧙 的头像
Michael🧙7 个月前

This is beautiful haha

Kiryoko 🐧 的头像
Kiryoko 🐧7 个月前

? 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 的头像
nikodev7 个月前

software rendering.. holy shot

Xenex Senpai. 的头像
Xenex Senpai.7 个月前

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

ًً 的头像
ًً7 个月前

My CPU watching the GPU doing nothing be like:

vadiks2003🌳 的头像
vadiks2003🌳7 个月前

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

Ray 的头像
Ray7 个月前

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

Valentino Giudice 的头像
Valentino Giudice7 个月前

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

Ray 的头像
Ray7 个月前

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 的头像
Valentino Giudice7 个月前

Ok, thanks, interesting.

Reece 的头像
Reece7 个月前

Nice! More for the Raylib SDK

Fgmenth 的头像
Fgmenth7 个月前

This is hilarious lmao.

sapo sabao 的头像
sapo sabao7 个月前

so cool!

Omar Mahdi 的头像
Omar Mahdi7 个月前

Nvidia in shambles

KENSHIRO+ | Listen Now On Spotify 🎵 的头像
KENSHIRO+ | Listen Now On Spotify 🎵7 个月前

this demo has a very cool Y2K feel to it

Hanprogramer 的头像
Hanprogramer7 个月前

I can finally make games on the toaster

0293 的头像
02937 个月前

That is an amazing achievement.

Soil Demon 💙💚💛 的头像
Soil Demon 💙💚💛7 个月前

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

🇵🇰کوڑا بادام 😛 的头像
🇵🇰کوڑا بادام 😛7 个月前

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

Ray 的头像
Ray7 个月前

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 的头像
Tomson Smolson7 个月前

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

Porkman 的头像
Porkman7 个月前

the timing on this is crazy lol

a sensitive young man 的头像
a sensitive young man7 个月前

How is it different from other cpu based renderers?

🏴‍☠️ 🅢🅐🅘🅝🅣🅗🅔🅛🅛 🏴‍☠️ 的头像
🏴‍☠️ 🅢🅐🅘🅝🅣🅗🅔🅛🅛 🏴‍☠️7 个月前

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

Норд Варванье 的头像
Норд Варванье7 个月前

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

재이 🕯️🍉 的头像
재이 🕯️🍉7 个月前

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 的头像
Ray7 个月前

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 🕯️🍉 的头像
재이 🕯️🍉7 个月前

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 的头像
Filip Aničić7 个月前

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 的头像
Ray7 个月前

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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