The Evolution of the PC Graphics Rendering Pipeline — From Fixed-Function Era to Real-Time Path Tracing

The visual fidelity of PC video games has evolved at a breathtaking pace over the past three decades. What began as a handful of textured triangles rendered by rigid, purpose-built hardware has transformed into fully programmable, massively parallel pipelines capable of simulating light, materials, and geometry with a degree of physical accuracy once reserved for offline film production.

At the heart of this transformation lies the graphics rendering pipeline, which is the sequence of stages through which 3D data are processed and converted into the final pixels you see on screen. While often treated as an abstract concept, the pipeline is deeply shaped by both software (graphics APIs, game engines, shaders, etc.) and hardware (GPU architecture, memory sub-systems, dedicated accelerators, etc.). Each major leap in visual realism has been tied to a fundamental rethinking of how this pipeline is structured and exposed to game developers.

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In this article, we will trace the evolution of the PC graphics rendering pipeline from its earliest days in the fixed-function era, through the rise of programmable shaders and unified GPU architectures, to today’s hybrid rasterization and ray tracing pipelines — and even toward a future increasingly shaped by real-time path tracing and the so-called neural rendering. Along the way, we’ll explore how hardware and software co-evolved, how ideas from offline rendering influenced real-time graphics, and why modern GPUs look more like parallel supercomputers than simple “graphics accelerators.”

Whether you’re a seasoned enthusiast, a budding game dev, or simply curious about how modern games achieve their visuals, understanding this evolution should hopefully provide you with invaluable insight into both where we are today, and where PC graphics may be heading next.

1. The Fixed-Function Era (Mid–Late 1990s): When Hardware Defined Everything

Before shaders, before programmable pipelines, and long before real-time ray tracing, PC graphics were governed by what is now known as the fixed-function pipeline, which is a rigid sequence of hardwired stages implemented almost entirely in silicon. In this era, the GPU was not a programmable processor in the modern sense, but rather a highly specialized piece of hardware designed to accelerate a narrow set of predefined operations.

A Pipeline Etched in Silicon

The fixed-function pipeline followed a strict, immutable order of operations:

Vertex TransformationThis step converts 3D object coordinates into screen space
LightingThis step computes per-vertex lighting using built-in models (typically Gouraud or Phong-like approximations)
Clipping & ProjectionThis step's purpose lies in discarding invisible geometry and projecting the rest into a 2D plane
RasterizationThis step turns primitives (such as triangles) into pixels (or fragments) by solving mathematical edge equations
Texturing & BlendingThis step applies textures that contain certain pre-calculated effects such as fog, smoke, fire and other transparencies
Depth & Stencil TestingThis step's task lies in resolving visibility problems by performing depth and stencil testing on pixels that occupy multiple depth levels at the same screen coordinates

Each stage had a small set of parameters developers could tweak — light positions, material colors, texture combiners, etc. — but the behavior itself was fixed. You could configure the pipeline, but you couldn’t fundamentally change what each stage did.

Contemporary graphics APIs like Direct3D 6/7 and OpenGL 1.x mirrored this rigidity. They exposed the pipeline as a series of function calls corresponding directly to these stages, offering limited flexibility but excellent performance for their time.

Note on DirectX vs Direct3D: Although DirectX is the name most people recognize when talking about Windows/PC graphics, it actually refers to a suite of multimedia APIs including sound, input, storage, and more. The part of DirectX that specifically handles 3D graphics rendering is Direct3D — the API that exposes the GPU’s rendering pipeline to applications and drives actual rendering work like shader execution, rasterization, and ray tracing. In other words, Direct3D is the graphics-specific API within the larger DirectX ecosystem.

The Birth of the “GPU”: Hardware T&L

A major milestone of this era was the introduction of hardware Transform & Lighting (T&L) with NVIDIA’s GeForce 256 in 1999. Before this, CPUs were responsible for transforming vertices and calculating lighting, which was a massive bottleneck as game scene complexity grew. By moving these tasks to the GPU, NVIDIA effectively created what we now recognize as the first true Graphics Processing Unit.

This shift enabled the following:

  • Much higher polygon counts;
  • More dynamic lighting;
  • More consistent performance across scenes.

Games like Quake III Arena and Unreal Tournament were among the first to visibly benefit, showcasing smoother performance and richer 3D worlds.

Visual Tricks Over Physical Accuracy

Because the graphics pipeline couldn’t be customized, game developers relied heavily on artistic and algorithmic tricks to fake realism:

  • Lightmaps baked static lighting into textures;
  • Environment mapping simulated reflections;
  • Billboarding approximated complex geometry like foliage;
  • Multi-texturing a technique that can apply multiple textures to a single polygon, thus adding layered surface detail without extra geometry.

Despite their limitations, these techniques defined the visual identity of late 90s PC gaming and laid the foundation for many techniques that are still used today, albeit in evolved forms.

The Fundamental Limitation

As successful as the fixed-function era was, it eventually hit a wall: Game developers could no longer achieve new visual effects simply by combining existing hardware features in clever ways. They needed something more radical: the ability to program the pipeline itself. That need would give rise to the next great revolution in game graphics rendering: programmable shaders.

2. The Rise of Programmable Shaders (Early–Mid 2000s): When Developers Took Control

The early 2000s marked the most profound shift in the history of real-time graphics: the rendering pipeline became programmable.

Instead of being forced to use predefined lighting and shading models, developers could now write small programs (called shaders) that executed directly on the GPU. This transformed the GPU from a fixed graphics accelerator into a true parallel processor, and it fundamentally changed how games were designed and rendered.

From Configuration to Programming

This transition began with DirectX 8 (2000) and the introduction of:

  • Vertex Shaders – programs that control how vertices are transformed and lit;
  • Pixel Shaders – programs that define how individual pixels are colored.

GPUs like the NVIDIA GeForce 3 series and ATI Radeon 8000 series implemented Shader Model 1.x, allowing developers to write assembly-like shader programs that replaced large portions of the fixed-function pipeline.

This shift meant that instead of asking the GPU to “use this lighting model,” developers could now say:

“Here is exactly how I want this surface to react to light.”

Even though early shaders were short and constrained, the creative possibilities exploded.

The Visual Leap

Programmable shaders enabled effects that were previously impossible or impractical (mainly due to performance):

  • Per-pixel lighting instead of per-vertex lighting;
  • Bump mapping and normal mapping, dramatically improving surface detail;
  • Procedural effects like animated water, fire, and distortions;
  • More realistic skin, metal, and glass materials.

Games like Far Cry, Doom 3, and Half-Life 2 became showcases of shader-driven visuals, each using bespoke game engines with support for custom lighting and material systems that would have been unthinkable in the fixed-function era.

Direct3D 9 and the Maturation of Shaders

With Direct3D 9 (2002) and OpenGL 2.0 (2004), shaders became more powerful and developer-friendly, as they allowed many previously impossible concepts, such as:

At this point, developers were no longer merely enhancing visuals — they were building entire rendering models around shaders.

This era also saw the birth of advanced and higher-level shading languages, notably HLSL (High-Level Shader Language) and GLSL (OpenGL Shading Language), which replaced assembly-level programming with C-like high-level languages. This massively improved productivity and made shader-based rendering the norm across the industry.

The below table contains hort explanations of the D3D9 graphics rendering pipeline:

Vertex DataUntransformed model vertices that are stored in vertex memory buffers
Primitive DataGeometric primitives, including points, lines, triangles, and polygons, are referenced in the vertex data with index buffers.
TessellationThe fixed-function hardware tessellation unit converts higher-order primitives, displacement maps, and mesh patches to vertex locations and stores those locations in vertex buffers
Vertex ProcessingThe set of transformations that are applied to vertices stored in the vertex buffer
Geometry ProcessingClipping, viewport transforming, culling (back face, occlusion and frustum), attribute evaluation, and rasterization are applied to the transformed vertices
Textured SurfaceTexture coordinates for geometric surfaces are supplied to the graphics API through a specific interface
Texture SamplerTexture level-of-detail (LoD) filtering is applied to input texture values
Pixel ProcessingPixel shader operations use geometry data to modify input vertex and texture data, yielding output pixel color values
Pixel RenderingFinal rendering processes modify pixel color values with alpha (transparency), depth (on Z-axis), or stencil testing, or by applying alpha blending to transparent textures. All resulting pixel values are presented to the output display

Architectural Constraints Still Remained

Despite the newfound freedom, GPUs of this era were still segmented:

  • Separate vertex shader units;
  • Separate pixel shader units;
  • Fixed ratios between them.

This meant that if a scene required heavy pixel shading but little vertex work (or vice versa), parts of the GPU would sit idle (also known as low occupancy in the world of GPUs) — a limitation that would soon lead to another major architectural shift.

3. Unified Shader Architecture & the Modern Programmable Pipeline (Mid–Late 2000s)

As shader complexity grew, GPU designers realized that separating vertex and pixel processing was inefficient. The solution: unify them.

What Does “Unified Shaders” Mean?

With the arrival of Direct3D 10 (2006) and GPUs like NVIDIA’s GeForce 8800 GTX, all shader types began running on the same pool of processing cores.

Instead of having:

  • Vertex shader units;
  • Pixel shader units;
  • Geometry shader units.

…GPUs now featured a large number of general-purpose shader cores that could execute any shader stage as needed.

This brought two massive advantages:

  • Better hardware utilization;
  • Far greater flexibility for complex scenes.

If a scene was pixel-heavy — for example, if it was being rendered at a high resolution, or if it featured a lot of overdraw — more cores could be allocated to pixel shading. If geometry was complex — for example, if it featured a lot of high-polygon-count models — then cores could shift toward vertex or geometry work.

New Pipeline Stages

Direct3D 10 and 11 added new programmable stages:

At this point, the graphics pipeline had become not just programmable, but deeply modular and extensible.

We shall explain what each of the elements in the D3D11 graphics rendering pipeline represent, in the following table:

Input-Assembler StageThe purpose of the input-assembler stage is to read primitive data (points, lines and/or triangles) from user-filled buffers and assemble the data into primitives that will be used by the other pipeline stages
Vertex Shader StageThe vertex shader stage processes vertices from the input assembler, performing per-vertex operations such as transformations, skinning, morphing, and per-vertex lighting
Tessellation StagesTessellation converts low-detail subdivision surfaces into higher-detail primitives on the GPU. Tessellation tiles high-order surfaces into suitable structures for rendering
Geometry Shader StageThe geometry shader stage runs application-specified shader code with vertices as input and with the added ability of generating vertices on output
Stream-Output StageThe purpose of the stream-output stage is to continuously output (or stream) vertex data from the geometry shader stage to one or more buffers in memory
Rasterizer StageThe rasterization stage converts vector information (composed of shapes or primitives) into a raster image (composed of pixels) for the purpose of displaying real-time 3D graphics
Pixel Shader StageThe pixel shader stage enables rich shading techniques such as per-pixel lighting and post-processing. A pixel shader is a program that combines constant variables, texture data, interpolated per-vertex values, and other data to produce per-pixel outputs
Output-Merger StageThe output-merger stage generates the final rendered pixel color using a combination of pipeline state, the pixel data generated by the pixel shaders, the contents of the render targets, and the contents of the depth/stencil buffers. The OM stage is the final step for determining which pixels are visible (with depth-stencil testing) and blending the final pixel colors

The GPU Becomes a Compute Machine

Compute shaders and unified cores turned GPUs into powerful parallel processors capable of much more than just graphics:

  • Physics simulations;
  • Post-processing pipelines;
  • Culling and visibility determination;
  • Particle systems;
  • AI-related workloads.

This era laid the foundation for GPGPU computing (CUDA, OpenCL) and later for AI/machine learning workloads.

Deferred Rendering — Separating Geometry from Lighting

As games grew more complex in the late 2000s, traditional forward rendering began to show its limits, especially when handling many dynamic lights in large, detailed scenes. Deferred rendering (also called deferred shading) offered a different approach: instead of calculating lighting as each object is drawn, it first renders scene geometry into a set of intermediate buffers (a Geometry Buffer or G-Buffer) containing essential data like positions, normals, and material parameters (albedo and specular), and then performs lighting calculations in a separate pass using those data. This decoupling means lighting work scales with the number of pixels and lights rather than objects and lights, making it far more efficient for scenes with many light sources. Deferred techniques were experimented with in the early 2000s and became mainstream in games around the 2008–2010 timeframe, as game engines like CryEngine and Unreal Engine 3 added support and hardware became capable of handling G-Buffer memory costs. The result was greater flexibility for dynamic lighting and post-processing effects, and a rendering model that could better exploit the strengths of modern GPU shaders and multiple render targets.

4. Low-Level APIs and Explicit Control (Mid-2010s): The End of the “Driver Does It All” Era

By the early 2010s, GPUs had become extremely powerful, but graphics APIs had not kept pace. Contemporary graphics APIs such as Direct3D 11 and OpenGL 4.0 imposed heavy CPU overhead — especially in draw call-heavy scenes — and abstracted away too much control from game devs.

The response was a new generation of low-level, low CPU overhead graphics APIs that were "much closer to the metal", not unlike the proprietary game console graphics APIs.

Enter Direct3D 12 and Vulkan 1.0

With Direct3D 12 (2015) and Vulkan 1.0 (2016), developers gained:

  • Explicit control over memory allocation;
  • Explicit synchronization via barriers and fences;
  • Command buffers and properly multi-threaded rendering;
  • Near-direct access to GPU hardware.

This marked a philosophical shift: Instead of the driver managing everything automatically, the game engine now takes full responsibility. This allowed engines to scale across many CPU cores efficiently and drastically reduced overhead, which was essential for modern open-world games and high-refresh-rate rendering.

Rewriting the Pipeline Around the Engine

In this era, the “pipeline” stopped being a rigid API-defined structure and became largely engine-defined.

Game engines now:

  • Build their own render graphs;
  • Schedule work explicitly;
  • Control resource lifetimes;
  • Interleave graphics and compute workloads.

The GPU became less of a black box and more of a programmable machine under direct developer control.

Physically Based Rendering Enters the Scene

Around this time, game engines also began adopting Physically Based Rendering (PBR), which was heavily inspired by offline rendering:

While still approximations, these techniques significantly closed the gap between real-time and offline rendering, producing consistent and believable visuals across vastly different scenes.

New Pipeline, New Struggles

Unfortunately, not everything was perfect with low-level graphics APIs such as Direct3D 12 and Vulkan 1.0. While they exposed powerful, close-to-metal control over the GPU, that power came with a much steeper learning curve, as programmers suddenly had to explicitly manage memory, synchronization, command buffers, and more, tasks the driver previously handled automatically. If these low-level details weren’t tuned correctly, it was all too easy for a Direct3D 12 or Vulkan 1.0 implementation to perform worse than a well-optimized Direct3D 11 counterpart, leading to micro-stuttering, inefficient GPU usage, and inconsistent frame pacing in early titles. This made mastering these APIs a real challenge for developers and, in some cases, slowed their adoption despite their long-term benefits.

5. Real-Time Ray Tracing and Hybrid Pipelines (Late 2010s–Present)

The most recent revolution in the rendering pipeline is the introduction of real-time ray tracing, which was long considered the holy grail of graphics rendering, and a technique that was associated with offline rendering, exactly like the kind you'd see in expensive animated films made by the likes of Disney and Pixar.

The RTX Breakthrough

In 2018, NVIDIA introduced the GeForce RTX 20 series (Turing micro-architecture), with the following elements in tow:

For the first time, GPUs could trace rays through a scene fast enough to be used in real-time games.

In addition to real-time ray tracing via Microsoft’s DirectX Ray Tracing (DXR) API, the DirectX 12 ecosystem further evolved with the introduction of Microsoft DirectX12 Ultimate, which standardizes and brings several key graphics technologies together under one API. These innovations give developers more tools to improve performance, visual fidelity, and flexibility in next-generation games:

  • DirectX Raytracing (DXR) 1.1 — an updated ray tracing tier with more flexible control and improved GPU-driven ray tracing features.
  • Mesh Shaders — a new, highly programmable geometry processing model that replaces traditional vertex/tessellation/geometry stages and makes geometry work behave more like higher performing compute workloads.
  • Variable Rate Shading (VRS) — a technique that lets developers vary shading rates across the frame, boosting performance by reducing workload in less noticeable areas.
  • Sampler Feedback — provides detailed sampling information to enable smarter texture streaming and texture-space shading, reducing load times and visual artifacts in large, detailed worlds.

Together, these features represent the core enhancements that differentiate DirectX 12 Ultimate from earlier versions of DirectX, helping games run better and look richer on modern hardware.

Hybrid Rendering Becomes the Norm

Modern games do not replace rasterization with ray tracing — instead, they combine both:

  • Rasterization handles the rendering of geometry, via rasterizing triangles into pixels, and culling whatever geometry that isn't going to be shown on-screen.
  • Ray tracing handles direct and indirect lighting elements, such as:
    • Reflections;
    • Shadows;
    • Ambient occlusion;
    • Global illumination;
    • Caustics;
    • Etc.

This hybrid pipeline delivers realism while remaining performant.

AI as Part of the Pipeline

Ray tracing would not be viable without AI/machine learning:

Thus, AI has become an integral stage of the modern graphics pipeline, not just an add-on.

Toward Real-Time Path Tracing

Some cutting-edge titles and demos now implement full path tracing, where (nearly) all lighting is path-traced:

While still extremely demanding, these represent a glimpse of the future: a single unified lighting model, free from rasterization-era approximations.

Another defining characteristic of modern graphics APIs such as DirectX 12 Ultimate and Vulkan 1.4 is how the pipeline has shifted toward compute-oriented processing, reducing reliance on rigid, fixed shader stages — especially the oftentimes poorly performing geometry shaders — and making the GPU much more versatile.

With features like mesh shaders and compute-based geometry — such as Unreal Engine 5's impressive Nanite Virtualized Geometry system — developers can now perform complex geometry processing, including culling, LOD selection, procedural generation, and even visibility work, in a manner that looks and feels much more like compute rather than the classic vertex/tessellation/geometry stages, exposing general GPU compute capabilities directly to the geometry path. This reflects a broader trend where vertex, pixel and compute shaders serve as the core programmable units of the modern graphics rendering pipeline, and compute is used not just for post-processing or physics, but for tasks traditionally outside the graphics pipeline: dynamic geometry work, simulation (GPU accelerated particles for example), acceleration structure/Bounding Volume Hierarchy (BVH) builds, and even parts of ray tracing such as BVH traversal and scheduling. Modern game engines increasingly leverage this flexibility to drive both rasterized and ray-traced effects through compute-style workloads, turning the GPU into a generalized parallel processing platform, with compute shaders (and compute kernels for AI/GPGPU workloads) at its heart.

6. The Influence of Offline Rendering: A Silent Partner in Every Breakthrough

Throughout this entire evolution, offline rendering has been a constant source of inspiration, via a slew of innovative techniques, such as :

What once required render farms is now increasingly achievable in real time, thanks to both algorithmic innovation and raw GPU power.

The convergence between offline and real-time rendering is no longer theoretical — it is actively shaping modern game engines and GPU designs.

7. Rasterization, Ray Tracing, and Path Tracing: Three Rendering Paradigms, One Future

At this point in the evolution of the graphics rendering pipeline, we no longer speak of a single dominant rendering technique. Instead, modern PC graphics is defined by the coexistence — and convergence — of three major paradigms: rasterization, ray tracing, and path tracing (sometimes also called full ray tracing). Understanding their differences is key to appreciating where the pipeline stands today and where it is headed.

Rasterization: The Foundation of Real-Time Graphics

Rasterization has been the backbone of real-time rendering since the very beginning.

At its core, rasterization projects triangles onto the screen and determines which pixels they cover. It is extremely efficient, highly parallelizable, and well-suited to GPU hardware. Because it directly maps geometry to pixels, rasterization excels at:

  • High throughput;
  • Predictable performance;
  • Handling massive amounts of geometry.

However, rasterization has one major limitation: it does not simulate light itself. Instead, lighting, shadows, reflections, and global illumination must all be approximated using a variety of techniques, like:

These techniques can look very convincing, but they are fundamentally heuristics, not physical simulations.

Even today, rasterization remains indispensable — especially for primary visibility and high-performance rendering — and will likely continue to play a major role for years to come.

Ray Tracing: Physically Inspired, Selectively Applied

Ray tracing approaches rendering from the opposite direction: instead of projecting geometry onto pixels, it traces rays from the camera (and light sources) into the scene and simulates how light interacts with surfaces.

This allows ray tracing to naturally handle:

  • Accurate reflections;
  • Soft shadows;
  • Global illumination;
  • Refractions.

But ray tracing is very computationally expensive on both the CPU and GPU, especially when used to render many effects in a (complex) scene. That’s why modern games use ray tracing selectively, in what is known as hybrid rendering:

  • Rasterization determines visible geometry;
  • Ray tracing handles specific lighting effects.

This hybrid model strikes a balance between realism and performance, allowing ray tracing to enhance visuals where it matters most, without replacing the entire pipeline.

Crucially, ray tracing integrates directly into the graphics pipeline via APIs like Microsoft DXR and Vulkan RT, turning what was once an offline-only technique into a real-time-capable tool.

Path Tracing: The Endgame of Lighting Simulation

Path tracing (or full ray tracing) is a specialized form of ray tracing that simulates all lighting interactions in a scene by tracing many rays per pixel and accumulating their contributions.

Unlike rasterization or hybrid ray tracing:

  • There are no shadow maps;
  • No light probes;
  • No screen-space hacks;
  • No baked lighting.

Everything — direct lighting, indirect lighting, reflections, refractions, caustics, and even motion blur — emerges naturally from the resulting simulation. This also helps game developers save a lot of time, as they don't have to spend valuable time and money in order to bake lightmaps into game textures.

The main trade-off is performance: path tracing requires orders of magnitude more computation than rasterization, and even more than selective ray tracing. That is why, today, it remains limited to:

  • Experimental modes;
  • PCs with enthusiast-grade GPUs;
  • Relatively "simple" scenes.

However, with the rapid advancement of powerful technologies such as ML-based temporal upscaling, frame generation, and denoising, path tracing is steadily moving from “impossible” to “impractical”, and eventually, perhaps, to “standard.”

Neural Rendering: The Next Frontier in Real-Time Graphics

In recent years, a new paradigm called neural rendering has begun to reshape how images and 3D scenes are generated in real time. Unlike traditional pipelines that rely solely on explicit math and shaders to compute pixel values, neural rendering integrates machine-learning models — often neural networks — into the rendering process itself, allowing the system to learn from data and produce visuals that capture complex detail, lighting, and materials beyond what conventional algorithms can easily achieve. While full neural approaches still face performance challenges for large, dynamic game worlds, hybrid applications are already appearing — for example, AI-assisted RT denoising, texture compression, temporal upscaling and frame generation technologies like DLSS and neural shaders — pointing toward a future where neural models complement or even augment traditional rasterization and ray tracing to deliver richer, more detailed visuals at playable levels of performance.

Convergence, Not Replacement

Importantly, the future of the graphics pipeline is not about replacing rasterization with path tracing overnight.

Instead, we are witnessing a convergence:

  • Rasterization provides speed and geometry throughput;
  • Ray tracing provides physically grounded lighting;
  • AI provides reconstruction and performance/smoothness scaling.

Together, they form a new kind of pipeline — one that is neither purely raster nor purely ray-based, but a hybrid system optimized for both realism and interactivity.

This convergence marks one of the most profound shifts in the history of PC graphics.

Final Words

The evolution of the PC graphics rendering pipeline is, above all, a story of increasing freedom.

What began as a rigid, hardware-defined sequence of operations has become a deeply programmable, hybrid, massively parallel system capable of simulating not just geometry, but light itself. Each major transition — from fixed-function pipelines to shaders, from segmented hardware to unified architectures, from high-level APIs to low-level APIs, and from raster-only rendering to ray- and path-traced lighting — has fundamentally expanded what developers can express visually.

What makes this evolution particularly remarkable is how closely real-time graphics has followed the trajectory of offline rendering. Techniques once reserved for film studios and render farms (physically based materials, global illumination, Monte Carlo sampling, denoising, etc.) are now shaping the visual identity of mainstream video games. The boundary between “real-time” and “offline” rendering is no longer a wall, but a sliding scale.

Yet despite all this progress, the pipeline has not abandoned its past. Rasterization, the workhorse of real-time graphics, remains as relevant as ever — not as a relic, but as a foundation upon which more physically accurate techniques are layered. Modern game graphics is not about choosing between speed and realism, but about combining them intelligently.

Looking forward, the future of the PC graphics pipeline will be defined less by single techniques and more by integration: tighter coupling between compute, graphics, AI/ML, and simulation. As GPUs become more specialized and more general at the same time, and as game engines grow more data-driven and less rigidly staged, we are moving toward a world where the distinction between “how we render” and “what we simulate” continues to blur.

In that sense, the graphics pipeline is no longer just a path from vertices to pixels — it is becoming a system for modeling reality itself, in real time.

Sebastian Castellanos Photo

About the author: Sebastian Castellanos is a data scientist by education and training. He's also deeply passionate about PC gaming hardware and software. He has recently started writing technical articles and guides Wccftech about PC hardware, games and mods.

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