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#1 |
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Join Date: May 2005
Posts: 559
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How many ops per clock can a traditional pixel shader do versus a hybrid shader? Is it true that hybrid shaders can only do one op per clock cycle while traditional (dedicated) shaders can do two ops per clock?
Shouldn't it be the other way around?
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99% of misinterpretation is wishful thinking while the other 1% is plain old ignorance. |
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#2 |
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Shazbot!
Join Date: May 2005
Location: Minneapolis, MN
Posts: 1,827
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I think it is completely up to implementation, and doesn't have anything to do with whether they are unified or dedicated.
I imagine you're talking about Xenos vs RSX... In which case, yes, RSX's 24 PS should be able to do 2 ops per clock while Xenos' 48 US should be able to do 1, iirc -- someone correct me if I'm wrong, I haven't paid all that much attention to the details. |
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#3 | |
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Join Date: May 2005
Posts: 559
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Quote:
But the advantage in having hybrid shaders is that their simpler and thus more can be packed on the die.
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99% of misinterpretation is wishful thinking while the other 1% is plain old ignorance. |
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#4 | |
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,198
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Quote:
There is some reason to reduce the complexity of unified shaders, since it reduces the granularity at which you commit resources to a task, but it's not required. The ide of the unified thing is it adds complexity, but means that ALU's will be idle less often, and if you have orthogonal requirements between vertex and pixel shaders then whay not use the same units. A vertex shader on a unified architecture can do anything the pixel shader can and vice versa. So for example vertex texturing is cheap in all unified designs, and not necessarilly so in none unified designs. |
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#5 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,060
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Quote:
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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