Joe DeFuria
Legend
That would be my guess.....though I am just guessing.
Which means?PaulS said:I wouldn't be quite so quick to categorise NV50, if I were you.
DaveBaumann said:I say people are being grossly overoptimistoc as to when R500 will be available.
McDusty said:Can anyone point me in the direction of any articles relating to unified shader architectures? Is the only benefit of combining the pixel and vertex shaders that it becomes easier to program? Or is there more to it?
Thinking more traditionally, your vertex shader is not sitting idle waiting for the pixel shader when drawing large polygons, and your pixel shader won't be sitting idle when drawing small polygons.Joe DeFuria said:AFAIK, it's not just easier to program for, but more "flexible" in terms of performance.
PaulS said:I wouldn't be quite so quick to categorise NV50, if I were you.
McDusty said:Can anyone point me in the direction of any articles relating to unified shader architectures? Is the only benefit of combining the pixel and vertex shaders that it becomes easier to program? Or is there more to it?
Well, we've seen some info on where the next DX version is going in terms of shaders. It's heading for a unified stream architecture. No more pixel/vertex pipelines: just stream processors with special functions for doing, for example, the tasks that go between the vertex shader and pixel shader today (not to mention other tasks that are still effectively fixed-function, such as texture filtering and various framebuffer access techniques).hstewarth said:So anybody heard what is after SM 2.0 / SM 3.0 as far as shaders.
Hellbinder said:And as far as i understood Xbox2 is based on a variation of R500 not R600. Or more accurately a Hybrid part.
Actually thats precicely what i am commenting on.AlphaWolf said:Hellbinder said:And as far as i understood Xbox2 is based on a variation of R500 not R600. Or more accurately a Hybrid part.
Perhaps you should read this.
http://www.beyond3d.com/forum/viewtopic.php?t=11797