It's not so much what the effects are, but the way they're drawn.
Originally Posted by hechacker1
After all, it's trivial to make shadows in a static image render fine on a 386: just make some pixels darker ;-)
The reason that "2d" graphics such as GTK/Qt rasterization is so cheap on the CPU is that it's much less computation to do that than it is to execute pixel shaders to calculate dynamic shadows, etc.
The quality of writing in this article was worse than usual
Google is using LLVMpipe in their i915g driver to do shader work, that the GPU isn't capable of, under ChromeOS
Cool, thanks for the direction. I'm not totally sure about these things, but the gulftown llvmpipe scaling was dated in Nov 2010. Could there be any improvements since then with the 3.0 release? Also, would be cool to see if/how the AVX AVX2 instructions improve the LLVMpipe driver later this year when 3.1 is released. Vielen Dank!
Originally Posted by Michael