Just curious about that. . . With the advent of hardware HSR, is doing that in software necessary anymore? I know that the Unreal Engine (as used in Unreal Tournament) only draws what the player can see. I'm guessing that this was what Tim Sweeny was refering to when he said that the engine had a great software renderer, which also limited the game's hardware rendering capabilities. Is it generally slower for a game to use software HSR in combination with hardware HSR than to -just- use hardware HSR?