V3 said:Talking about geometry, can they improve the triangle setup rate ? They seems to be only scaling setup rate with clock it seems, that's why all the focus on pixel shading rather than geometry.
I'd speculate that "more" would be theoretically always possible, yet size and cost are always a consideration too. If only the geometry unit(-s) (and not all other essential parts of an accelerator) would benefit from higher frequencies, then I guess it would be a different story.
In a recent (relevant) debate with a friend he pointed me at Sweeney's recent interview here at B3D, that might give an explanation why developers seem to be focusing more on pixel shading (for the time being of course):
Our pixel shaders in the Unreal Engine 3 demos are typically 50-200 instructions in length, and are composed from a wide range of artist-controlled components and procedural algorithms.
Our vertex shaders are quite simple nowadays, and just perform skeletal blending and linear interpolant setup on behalf of the pixel shaders. All of the heavy lifting is now on the pixel shader side -- all lighting is per-pixel, all shadowing is per-pixel, and all material effects are per-pixel.
Once you have the hardware power to do everything per-pixel, it becomes undesirable to implement rendering or lighting effects at the vertex level; such effects are tessellation-dependent and difficult to integrate seamlessly with pixel effects.
http://www.beyond3d.com/interviews/sweeneyue3/
Tesselation-dependent though could mean that WGF (think different topology/tesselation related philosophy), might change the focus to be more balanced between PS and VS.