I understand this has been discussed.  Also, I apologize for the lack
of precision.

The machine computes, generating a stream of images -- video.  We view
this in real time or save it for later.  But the silicon for creating
the signal has been pumped full of tricks to patch visual quirks ad
hoc to the point where noticable improvment scales logarithmically
with linear silicon increase.  And, though id tried to simplify at
least lighting (exempli gratia, Doom Three, though it still pulls some
tricks (e.g., the 'heat shimmer' 'shader' effect)), people (e.g,
Valve, consumers) don't really seem to care, as long as things look
'close enough' to reality.

In Plan 9, I work with rectangle images that translate throughout and
translate on-off the visable rectangle.  Also, rectangle images
(should be able to) scale.  Idealy, too, mathematical models could be
visualized in real time.  Abstract things as this can be done
perfectly with our current bag of tricks, but any hack at potraying
reality should work with light particles: id est, it should trace
rays.  And, could a 'raytracer' tackle abstract things just as well,
or better, too?

First this project wanted just to work in two dimensions, the way
things were first, and seem to be going.  (I use only cheap Matrox
silicon and plan to never again employ OpenGL.)  The Intel
architecture great inertia -- it is here to stay.  Is it beyond
redemption?  Or will two, four, eight, ..., ad infinitum cores permit
real time 'raytracing'?  Assume no and consider that 'video card'
developers have less constraints (also why we have a hard time using
stuff by Nvidia and ATI).  I think 'raytracing' will be implemented by
'video card' developers.

This project currently conserves the old bag of tricks... but will it
be possible to adapt it to 'raytrace'?  If not, I see no reason to use
it over the Intel.
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