> Ah, I started at pacman, it didn't occur to me to go backwards in search of a frame > buffer! > > So then I suppose I could ask, when did frame buffers come back into fashion? But I > suspect the answer to that would be around when 'true 3D' became popular, as frame > buffers are a requirement in most kinds of z-buffering based 3d rendering techniques.
Frame buffers stayed present in (almost) all computers. They're also used by some hardware (sega in particular) for sprite rendering. The "3D" vdp1 of the saturn is in practice an insane sprite renderer.
Arcade hardware kept a tilemap layer or two long after going to 3D. It's useful to put text on the screen without the complexity of a full 3d pipeline setup, texturing, etc. Very good for test modes and not bad for in-game text. Not sure how many "pure framebuffer" arcade hardware exist, and most were derived from consoles or are PCs with PC video cards.
OG.
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