Crazy take, in the late 90s/early 00s your GPU could be obsolete 9 months after buying. The “optimisation” you talk about was the CPU in the ps4 generation was so weak and tech was moving so fast that any pc bought in 2015 onwards would easily brute force overpower anything that had been built for that generation.
ronsor|2 months ago
Not because the developers were lazy, but because newer GPUs were that much better.
rasz|2 months ago
No T&L meant everything was culled, clipped, transformed and per-vertex divided (perspective, lighting) on CPU.
Then you have brute force approach. Voodoo 1/2/3 doesnt employ any obvious speedup tricks in its pipeline. Every single triangle pushed into it is going to get textured (bilinear filtering, per pixel divide), shaded (lighting, blending, FOG applied) and then in the last step the card finally checks Z-buffer to decide between writing all this computed data to buffer or simply throwing it away.
It took a while before GPU devs started implementing low-hanging fruit optimizations https://therealmjp.github.io/posts/to-earlyz-or-not-to-early...
Hierarchical-Z, Fast Z clearing, Compressed Z buffer, Compressed Textures, Tiled shading. It all got added slowly one step at a time in early 2000.
jeltz|2 months ago
bombcar|2 months ago
For awhile there you did have noticeable gameplay differences- those with GL quake could play better kind of thing.
tinco|2 months ago
justsomehnguy|2 months ago
Or even before hitting the shelves, cue Trio3D and Mystique, but tha's another story.