How It Works Today
Modern graphics stacks are much larger than VBE and linear framebuffer writes. The CPU usually does not draw every pixel directly into visible display memory. It submits commands, buffers, textures, and shaders to a GPU through an operating-system driver and a graphics API.
What Changed
Modern systems use GPU drivers, command buffers, shaders, compositors, window systems, and APIs such as Vulkan, Metal, Direct3D, OpenGL, or WebGPU. The final image may pass through multiple buffers before it reaches the display. A desktop compositor may combine several application windows, apply scaling, and present the result according to display timing.
That stack exists because modern graphics hardware is powerful and highly parallel. It would be wasteful for the CPU to draw every pixel of every frame by hand when the GPU can transform vertices, shade pixels, sample textures, and blend layers much faster.
What Stayed Useful
Framebuffer thinking still matters. Images are arrays of pixels, pitch and stride exist in modern textures and buffers, clipping and coordinate systems still matter, double-buffering and presentation are still core ideas, and rendering should be separated from application state.
Machine Lab uses VBE-shaped graphics because it exposes those ideas without requiring a full GPU stack. Once you understand this smaller model, modern graphics APIs become less mysterious: they are larger systems for producing, transforming, and presenting image buffers.