> And it's not like game developers weren't creative in finding ways of
> scaling /some/ stuff to adjust to different computer performance levels.
At least on some car racing simulators the maximum number of cars you can
have in a race would often be CPU limited. The CPU time needed to do the
complex physics for a car far outweighs drawing a few meshes for the car on
the GPU, especially as for each frame the GPU renders, the CPU must do at
least 10 or 20 physics steps.
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