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> "3D cards smoothed textures with bilinear filtering"
You can just not do that.
From a programming perspective I do completely get the desire to have the CPU do all the work though - if you want absolutely everything under your control it's easier, and especially if your game is single-threaded.
Also, modern spatial anti-aliasing works by multisampling within a pixel (or even neighbouring pixels) and taking the average, rather than filtering across singly-sampled pixels, which massively reduces the quality. Not to mention temporal and machine learning AA techniques including DLSS, XeSS, FSR, and all the TAA implementations in many games.
Hardware rendering took over because generating a 3D scene is embarrassingly parallel, and the industry quickly learned that you can have thousands of reasonably simple "cores" that can divide and conquer a scene in parallel. There was a no way a general purpose CPU could keep up.
Programmable shader pipelines weren't a thing until Geforce 3 in 2001.
There is simply no way a modern CPU cannot crush much harder problems than Shadow Warrior. The throughput of multiple threads/SIMD/memory bandwidth + data-oriented design is terrifying. The TFLOPS are an order of magnitude less than a GPU, but still well beyond human comprehension.
The Build engine's rendering was stunningly simple (and dare I say: elegant). You could run hundreds of instances of Shadow Warrior on a single EPYC (since they mentioned Xeon) at that resolution and framerate if you rewrote the engine with modern mechanical sympathy in mind. On a modern desktop CPU it'd probably be over a hundred instances.
People, including many programmers, just don't grasp how much power we have under the hood nowadays...
I can add more:
Unreal (and Unreal Tournament), Thief, Quake II (a slight improvement over Quake), Half-Life (a great improvement over Quake), Shadow Warrior, Any modern port of Doom supporting software rendering, Heretic, Hexen, Descent, System Shock, Homeworld.
Amazing game BTW, best shooter I've played in many years. I never really got into build engine games back then, so it's not just my rose-tinted glasses, that game is a masterpiece.
That said, the Build Engine had software voxels in 1997. Which was pretty cool.
I've softened on the issue of non-white lights, but I 100% am still full of nostalgia about unflitered low-res textures.
Now that will truly blow his mind, at least on this setup and older games.
Nanite is a bit weird because it doesn't use the hardware rasterization of the GPU, but it's still doing rasterization on the GPU, so it doesn't really fit this dichotomy.
A mix of software and gpu