@KeyJ the other fun thing reading over that was is that we're a couple extra turns around Sutherland's "wheel of reincarnation" now, and we've flip-flopped on fixed-function/programmable geometry, shading and now even rasterization and ray tracing a bunch, but the one thing we've never gone back on is texture mapping (or rather, texture sampling) HW, and architecture-wise it doesn't look that much different now than it did in the RE in 1993