Whats the situation with NV 4xx and 5xx. Are they still limited to a single triangle per clock?
It'll also cull at full speed, if I'm not mistaken.
The units have the same high bandwidth to the same memory pool. That makes all the difference in the world.so barts has 2 rasterisers, multiple rops/shaders/tmu's/memory controllers
how far away is it from being sli on a chip ?
Tessellation isn't a gimmick. It's essentially a form of compression. Though hardware tessellation also gives the ability to perform some operations prior tessellation such as vertex animation and patch culling.What are the advantages to having high polygon count without tessellation? I notice that textures get stretched on most tessellated surfaces I've seen. Does physics collision detection work on tessellated geometry? It seems like tessellation is almost a gimmick compared to highly detailed primary geometry.