2000s still had a software renderer as a fallback, Unreal and Unreal Tournament for instance, feature software renderers able to produce enjoyable quality and performance on CPUs of that period. One of the last AAA games without a hardware renderer was Outcast, which featured advanced voxel technology but also texture filtering and bump mapping as found on graphics hardware. In the video game console and arcade game markets, the evolution of 3D was more abrupt, as they had always relied heavily on single-purpose chipsets. 16 bit consoles gained RISC accelerator cartridges in games such as StarFox and Virtua Racing which implemented software rendering through tailored instruction sets. The Jaguar and 3DO were the first consoles to ship with 3D hardware, but it wasn't until the PlayStation that such features came to be used in most games. Games for children and casual gamers (who use outdated systems or systems primarily meant for office applications) during the late 1990s to early 2000s typically used a software renderer as a fallback. For example, Toy Story 2: Buzz Lightyear to the Rescue has a choice of selecting either hardware or software rendering before playing the game, while others like Half-Life default to software mode and can be adjusted to use OpenGL or DirectX in the Options menu. Some 3D modeling software also features software renderers for visualization. And finally the emulation and verification of hardware also requires a software renderer. An example of the latter is the Direct3D reference rasterizer. But even for high-end graphics, the 'art' of software rendering hasn't completely died out. While early graphics cards were much faster than software renderers and originally had better quality and more features, it restricted the developer to 'fixed-function' pixel processing. Quickly there came a need for diversification of the looks of games. Software rendering has no restrictions because an arbitrary program is executed. So graphics cards reintroduced this programmability, by executing small programs per vertex and per pixel/fragment, also known as shaders. Shader languages, such as High Level Shader Language (HLSL) for DirectX or the OpenGL Shading Language (GLSL), are C-like programming languages for shaders and start to show some resemblance with (arbitrary function) software rendering. Since the adoption of graphics hardware as the primary means for real-time rendering, CPU performance has grown steadily as ever. This allowed for new software rendering technologies to emerge. Although largely overshadowed by the performance of hardware rendering,