In the world of computer graphics, hardware acceleration has become the norm for 3D rendering. However, a new project called VSC (VOUGA-SHREINER-CANTH) Verified is taking a different approach by implementing a real-time 3D rendering engine entirely in software, with portability as a key goal. This project has sparked discussions in the developer community about the relevance and applications of software rendering in today's hardware-accelerated world.
![]() |
---|
A blocky humanoid character represents the essence of 3D graphics as explored in the VSC Verified project |
Software Rendering in a Hardware-Accelerated World
VSC Verified is built as a rasterizer, using computational techniques to approximate lights, shadows, textures, and materials without relying on dedicated graphics hardware. The project draws inspiration from DoomGeneric's approach of separating backend from frontend code, making it highly portable. According to the documentation, the engine is based on principles from Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel and other academic resources. The community has shown particular interest in the project's portability to embedded systems like the ESP32 microcontroller.
I am writing an operating system and want to make a software (batch) renderer inside that to draw things. I am not confident nor currently have the objective to port something like Vulkan and write a device driver.
This comment highlights one of the key use cases for software rendering: environments where hardware acceleration isn't available or practical. For developers building custom operating systems, embedded applications, or working with limited hardware, software rendering remains relevant despite performance limitations.
Licensing Debates and Documentation Needs
The project's choice of AGPL licensing has sparked a lively debate within the community. Some developers expressed concerns about the restrictive nature of AGPL for a rendering library, suggesting that GPL would have been sufficient for a project that isn't primarily focused on server use. Others defended the choice, noting that strong copyleft licenses protect the author's work while still allowing for commercial licensing arrangements if the author chooses to offer them.
Documentation was another point of discussion, with several community members requesting more comprehensive documentation about the project's features and capabilities. The developer acknowledged this feedback, mentioning they were working on rudimentary docs and updates to the README file. This responsiveness to community feedback suggests an active development process.
Performance Considerations and Future Plans
Performance is naturally a concern with any software renderer. The developer has indicated plans to implement performance optimizations, including acceleration structures like Bounding Volume Hierarchies (BVH) for the raytracer component and improved algorithms for the rasterizer. These improvements could help address the inherent performance limitations of software rendering compared to hardware acceleration.
The project also includes a planned raytracer component (humorously referred to as FINAL DESTINATION in the documentation), which would complement the existing rasterizer functionality. This dual approach offers flexibility for different rendering needs and use cases.
For developers interested in exploring computer graphics fundamentals or needing rendering capabilities in environments without hardware acceleration, VSC Verified represents an educational and practical resource. As software rendering continues to find niches in specialized applications, projects like this demonstrate that sometimes going back to fundamentals can open new possibilities.
Reference: VSC (VOUGA-SHREINER-CANTH) Verified