cost and complexity to implement would most likely outweigh any possible benefits. you still have to move the textures across to the card, and you may also increase the amount of data having to be pushed across to the card as DirectX and OpenGL both optimize their data *before* they send it to the card... and with *all* the data being moved across to the card for every screen refresh it could very easily wind up filling the AGP bus quickly.
i dunno tho, i'm not even an engineer, and while i will probably pursue it in the future, thats not gonna be for at least 6 months...
blue_helix: its called glide. it worked quite well until direct3d and opengl caught on, mostly due to technical reasons. glide was more complex to work with than either DX or OGL, but was *fast* because it didn't have alot of the overhead. UT on a V3 will still smoke just about any other card of equivalent cost, and even some more expensive.
i dunno tho, i'm not even an engineer, and while i will probably pursue it in the future, thats not gonna be for at least 6 months...
blue_helix: its called glide. it worked quite well until direct3d and opengl caught on, mostly due to technical reasons. glide was more complex to work with than either DX or OGL, but was *fast* because it didn't have alot of the overhead. UT on a V3 will still smoke just about any other card of equivalent cost, and even some more expensive.
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