We (RenderMorphics and then Microsoft D3D) were happily spinning teapots on 50 MHz 486s, significantly faster than that.
We (RenderMorphics and then Microsoft D3D) were happily spinning teapots on 50 MHz 486s, significantly faster than that.
What I think it does demonstrate is that the hardware design can run a non-trivial programs reliably on FPGA. Maybe that's not impressive either, but I thought it was kinda cool. :) While this doesn't mean anyone needs to go shorting NVidia stock, it does allow anyone who is interested in CPU/GPU architecture to experiment with and modify a full featured design (pipelined, vector floating point, L1 & L2 caches, hardware multithreading).
I analyzed the basic performance and scalability of the 3D renderer here:
http://latchup.blogspot.com/2015/02/improved-3d-engine-profi...
And dove a bit deeper into performance using a custom Quake level renderer:
Yes, all software renderers are—by definition—programmable, but those terms usually imply some kind of shading language like GLSL that is accepted at runtime, compiled and then executed by the graphics engine (hardware or software).
It seems unlikely that Mr. Teapot went through the effort to write his own JIT for a 486-class machine, but certainly it could be done…
(I actually have some phong-teapot-on-a-486 code, written when I was 16, which I keep meaning to dig up and post. It managed a few tens of thousands of triangles/sec.)