Hardware rendering isn't required and it is much more difficult to be accurate to PlayStation graphics with OpenGL/OpenGL ES/DirectX/Metal/Vulkan etc, but we can get very close and I think the software rasterizer should be reserved for people who want extremely precise graphics, or for systems that do not support hardware accelerated graphics.
Accordingly, considerable optimization of the software rasterizer instead of its current naive implementation is likely warranted.
Hardware rendering isn't required and it is much more difficult to be accurate to PlayStation graphics with OpenGL/OpenGL ES/DirectX/Metal/Vulkan etc, but we can get very close and I think the software rasterizer should be reserved for people who want extremely precise graphics, or for systems that do not support hardware accelerated graphics.
Accordingly, considerable optimization of the software rasterizer instead of its current naive implementation is likely warranted.