irt ua ▁Racing ▁which ▁implemented ▁software ▁rendering ▁through ▁tail ored ▁instruction ▁sets . ▁The ▁J agu ar ▁and ▁ 3 DO ▁were ▁the ▁first ▁cons oles ▁to ▁ship ▁with ▁ 3 D ▁hardware , ▁but ▁it ▁wasn ' t ▁until ▁the ▁Play Station ▁that ▁such ▁features ▁came ▁to ▁be ▁used ▁in ▁most ▁games . ▁ ▁Games ▁for ▁children ▁and ▁cas ual ▁gam ers ▁( who ▁use ▁out dated ▁systems ▁or ▁systems ▁primarily ▁meant ▁for ▁office ▁applications ) ▁during ▁the ▁late ▁ 1 9 9 0 s ▁to ▁early ▁ 2 0 0 0 s ▁typically ▁used ▁a ▁software ▁render er ▁as ▁a ▁fall back . ▁For ▁example , ▁Toy ▁Story ▁ 2 : ▁B uzz ▁Light year ▁to ▁the ▁Res cue ▁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 ▁adjust ed ▁to ▁use ▁OpenGL ▁or ▁Direct X ▁in ▁the ▁Options ▁menu . ▁Some ▁ 3 D ▁model ing ▁software ▁also ▁feature ▁software ▁render ers ▁for ▁visual ization . ▁And ▁finally ▁the ▁em ulation ▁and ▁ver ification ▁of ▁hardware ▁also ▁requires ▁a ▁software ▁render er . ▁An ▁example ▁of ▁the ▁latter ▁is ▁the ▁Direct 3 D ▁reference ▁r aster izer . ▁ ▁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 ▁render ers ▁and ▁originally ▁had ▁better ▁quality ▁and ▁more ▁features ,