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Separate locations in memory were used to hold the main display and the sprites, which were composited together into the display in two passes. This placed the sprites on the display without interferring with the "background" image, making them easy to move around the display. Examples of such systems include the [[Atari 8-bit]] machines (which referred to them as ''player/missile graphics'') and the [[Commodore 64]].
In contrast, [[bit blit]]ting (short for "bit block transfer") drew sprite-like figures into the same memory as the background, with the main display hardware rendering the entire image at once. Moving a bit blit object on the screen requires several steps; the
Sprites are rare in most video hardware today. More commonly, bit blitting is employed or more complicated rendering algorithms are used. For extreme graphics performance, [[graphics processing unit|graphics accelerators]] now have a similar role.
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