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DLSS 5 isn't the first time the future of videogame graphics looked like total balls

Weird Weekend

Weird Weekend is our regular Saturday feature where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it’s the canon height of Thief’s Garrett or that time someone in the Vatican pirated Football Manager.

It’s easy to think about the development of videogame graphics as a linear progression sequence, where rendering techniques have incrementally, inextricably improved along time’s arrow. 8-bit to 16-bit, 2D to 3D, baked lighting to dynamic lighting, real-time ray-tracing to DLSS.

But this is to trim history’s tree of the many branches which have grown from that central trunk, to discount the alternatives, experiments, and evolutionary dead ends like voxels and vector graphics. One of the most unique examples appeared in the early ’90s, when developers were still figuring out exactly how 3D graphics rendering could work. Between the 2.5D corridors of Doom and the 3D verticality of Quake, one British studio posited that the future of 3D graphics lay not in triangles, but balls.

Nvidia's Jensen Huang showing off DLSS 5 at GTC 2026.

Our latest graphical “upgrade” is Nvidia’s yassification tech, DLSS 5. (Image credit: Nvidia)

That developer was Andrew Spencer. A UK programmer who cut his teeth in the Britsoft era making sports games for the Commodore 64, Spencer eventually founded his own studio (creatively named Andrew Spencer Studio) at the tail end of the ’80s. Together with a small team, Spencer spent five years making his most famous game, the fantasy survival horror Ecstatica.

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