Hellbinder
Banned
Pretty much everything I am reading is indicating that the Single TMU or Single TMU function per pipe is the way of the future. For various reasons like the advent of shaders taking the place of traditional texturing.
My question.. What about Anisotropic Filtering support. I am not sure myself about the process. Is this a function that would be benefited by having 2 TMU's per pipe? I know that the R300 takes a pretty big hit in performance in newer games with Quality Aniso enabled. The Nv30 looks to do much better, but that is much more of a function of the Core being clocked at 500mhz.
is Aniso filtering performance being held back in games like UT 2003, due to its liberal use of Texturing by the 8x1 design? If so.. in keeping with single Tmu.. or even the total lack of TMu's in future products. How would high levels of Aniso be supported without Braking the performance bank?
My question.. What about Anisotropic Filtering support. I am not sure myself about the process. Is this a function that would be benefited by having 2 TMU's per pipe? I know that the R300 takes a pretty big hit in performance in newer games with Quality Aniso enabled. The Nv30 looks to do much better, but that is much more of a function of the Core being clocked at 500mhz.
is Aniso filtering performance being held back in games like UT 2003, due to its liberal use of Texturing by the 8x1 design? If so.. in keeping with single Tmu.. or even the total lack of TMu's in future products. How would high levels of Aniso be supported without Braking the performance bank?