Read the NV40 preview, pondered a few days and came up with the following questions. Some NV40 specific, some more general:
1) On the NV40, is it still a 4x64-bit crossbar memory interface?
2) Being a 4 quad architecture, must all 4 quads have to be on the same triangle?
3) On a more general note, is it possible that instead of activating/deactivating by quad blocks, to bind pipelines more dynamically to process quads after determining which ones are defective? Thereby increasing yield? So instead of, say, having 2 out of 4 blocks in a 16-pipe architecture being rejected due to defect of one pipe in each block, to re-organise the pipes into 3 working blocks and group the 2 defective pipes together into a fourth non-working block?
In context of the NV40, I think it means it will have to forego the L1 texture cache and use the shared L2 cache only. Any other performance implications?
4) On geometry instancing, the examples (RTS and asteriods) so far appear to be relatively low in polygon count (in order of hundreds of vertices, I guessed). Is it practical to do geometry instancing say, in First Person Shooters so that there's a horde of 3000-polygon monsters running around? Is there any primary limitation, eg. the vertex buffer size?
5) Last question, compared to VS2.0 in software; is it possible/feasible to do VS3.0 via CPU, including texture lookups?
TIA!
1) On the NV40, is it still a 4x64-bit crossbar memory interface?
2) Being a 4 quad architecture, must all 4 quads have to be on the same triangle?
3) On a more general note, is it possible that instead of activating/deactivating by quad blocks, to bind pipelines more dynamically to process quads after determining which ones are defective? Thereby increasing yield? So instead of, say, having 2 out of 4 blocks in a 16-pipe architecture being rejected due to defect of one pipe in each block, to re-organise the pipes into 3 working blocks and group the 2 defective pipes together into a fourth non-working block?
In context of the NV40, I think it means it will have to forego the L1 texture cache and use the shared L2 cache only. Any other performance implications?
4) On geometry instancing, the examples (RTS and asteriods) so far appear to be relatively low in polygon count (in order of hundreds of vertices, I guessed). Is it practical to do geometry instancing say, in First Person Shooters so that there's a horde of 3000-polygon monsters running around? Is there any primary limitation, eg. the vertex buffer size?
5) Last question, compared to VS2.0 in software; is it possible/feasible to do VS3.0 via CPU, including texture lookups?
TIA!