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A comment on The DooM-chip: no CPU, no opcodes, no instruction counter. Parent comment
I was doing 1.5 million Ray's per second against scenes with 100,000 polygons back then on an AMD64.
Acceleration structures are everything. Traversing them quickly and having dynamic updates is hard.
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I was doing 1.5 million Ray's per second against scenes with 100,000 polygons back then on an AMD64.
Acceleration structures are everything. Traversing them quickly and having dynamic updates is hard.