Mintmaster
Veteran
The render-to-texture problem can still exist for effects requiring persistent buffers. Motion trails (not real motion blur, but the fake kind, e.g. NFS:U), simulations for water or cloth, cube maps that are updated every few frames, etc. Ironically, these are exactly the type of effects that makes the 6x00 series more attractive to me than the Xx00 series.pcchen said:It automatically solves many problems, including load balancing, geometry scaling problem, and render-to-texture problem.
MfA is right. This is not a true multichip solution, just a way to get some cream from hardcore gamers with lots of cash. The problems I mentioned don't come up that often, so this is the easiest and cheapest route for scalable performance.
Rev, the only reason to make multiple chips for single board solutions is to save costs so that you can use the same chip across your product line. However, you increase costs simultaneously through increased board costs and engineering time to get synchronization sorted out.
In the end, the route ATI and NVidia took with disabling quads is the most sensible approach, as you get just about the same savings in cost, and you don't have to worry about the engineering aspects of two separate chips. The only problem is that you can't control how many chips you get with 8, 12, or 16 functional pipes, so you can't get enough low end chips very easily. But you usually want a different design for low end chips anyway.