MPC: Tell us about the silicon specifics
Neil Trevett: The P10 has 76 million transistors. That's actually 13 million more than the Geforce4, but we think we get good value out of those extra 13 million transistors. In essence, the chip packs over 200 32bit processors onto a single chip. So in it's highest-performing form , it's 200 gigaflops processing power and over a tera-op of integer.
MPC: So what really makes the P10 different from the competition's products
Neil Trevette: Programmability. Programmability is the key, and I think programmability is going to be the biggest revolution in the PC graphics industry. It's going to be as big a revolution as when we first got the traditional APIs- Direct3d and OpenGL 1.0. For the gaming community , it's going to mean a big step closer to interactive visual reality. For the game developers, it's going to mean that suddenly they are freed from a limited palette of creactivity and they're going to find their horizons of creativity just opening in front of them.
MPC:What makes the P10s pixel and vertex shaders different from the competition
NT: If you look at the P10 visual processing architecture, at the high level , our key differentiator is that we have the first architecture to be programmable from the top to the bottom. The other guys start out programmable from the top of the pipeline, and gradually become less and less programmable as they go down. SO there are three main programming stages where we need the flexibility of programmability. One is the geometry part of the pipeline. The other one is the texture part of the pipeline. And finally , the back-end pixel part of the pipeline.
MPC: Is the P10 fully DirectX 9 compliant?
NT: Not quite. I think none of today's existing hardware is fully DX9 compliant. There are different layers of DX9 compatibility, and it will be interesting to see how the marketing wars (ooh Nvidia and ATI my wording not Neils hehe) , work out. We can definitely ship DX9 drivers; that's no problem . But the interesting areas of debate are the Vertex Shader 2.0 and Pixel Shader 2.0 specs. They're the two interesting things for the gaming community and are a part of the DX9 spec. P10 can support Vertex Shader 2.0, but P10 will not be able to support Pixel Shader 2.0 because we don't have the floating-point power that we would need to fully support it
Neil Trevett: The P10 has 76 million transistors. That's actually 13 million more than the Geforce4, but we think we get good value out of those extra 13 million transistors. In essence, the chip packs over 200 32bit processors onto a single chip. So in it's highest-performing form , it's 200 gigaflops processing power and over a tera-op of integer.
MPC: So what really makes the P10 different from the competition's products
Neil Trevette: Programmability. Programmability is the key, and I think programmability is going to be the biggest revolution in the PC graphics industry. It's going to be as big a revolution as when we first got the traditional APIs- Direct3d and OpenGL 1.0. For the gaming community , it's going to mean a big step closer to interactive visual reality. For the game developers, it's going to mean that suddenly they are freed from a limited palette of creactivity and they're going to find their horizons of creativity just opening in front of them.
MPC:What makes the P10s pixel and vertex shaders different from the competition
NT: If you look at the P10 visual processing architecture, at the high level , our key differentiator is that we have the first architecture to be programmable from the top to the bottom. The other guys start out programmable from the top of the pipeline, and gradually become less and less programmable as they go down. SO there are three main programming stages where we need the flexibility of programmability. One is the geometry part of the pipeline. The other one is the texture part of the pipeline. And finally , the back-end pixel part of the pipeline.
MPC: Is the P10 fully DirectX 9 compliant?
NT: Not quite. I think none of today's existing hardware is fully DX9 compliant. There are different layers of DX9 compatibility, and it will be interesting to see how the marketing wars (ooh Nvidia and ATI my wording not Neils hehe) , work out. We can definitely ship DX9 drivers; that's no problem . But the interesting areas of debate are the Vertex Shader 2.0 and Pixel Shader 2.0 specs. They're the two interesting things for the gaming community and are a part of the DX9 spec. P10 can support Vertex Shader 2.0, but P10 will not be able to support Pixel Shader 2.0 because we don't have the floating-point power that we would need to fully support it