Retro blogger revives software rendering in classic DOS games like Quake
A writer describes running Quake's original CPU-based software renderer at 800x600 locked to 60fps on a Dell OptiPlex 380, far beyond resolutions possible in the 1990s. The piece contrasts this approach with 3D-card-accelerated versions such as GLQuake and 3dfx modes for Blood and Tomb Raider, noting software rendering draws every pixel via the CPU with no graphics card involved.
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The account suggests that modern hardware lets enthusiasts revisit older rendering techniques at performance levels unimaginable when the games launched, reframing software rendering as a stylistic choice rather than just a technical limitation. It implies nostalgia-driven computing communities may increasingly value sharper, pixel-accurate visuals and color banding over the smoothed look introduced by early 3D acceleration.
- Software rendering uses the CPU to draw every pixel, unlike GPU-accelerated modes like GLQuake or 3dfx.
- Modern hardware allows classic DOS games' software renderers to run at much higher resolutions and frame rates than originally possible.
- The writer prefers software rendering's sharp textures and visible color banding over the smoother look of early 3D-accelerated versions.
Source: jamesfmackenzie.com, 2026-10-16
Published there as: “I Love Software Rendering”
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