Reuters has an article talking to ATI's director of software, Ben Bar-Haim - in it, this crops up:
I wasn't aware of ATI doing this before, and I'm wondering to what extent they are doing it. At the moment, especially given the comments about Jedi Academy, this would appear to be a one way process with some vertex shaders being pushed back to the CPU if the graphics is a little preoccupied - this would also seem to be able to occur less when Vertex Texturing is used.
[url=http://www.forbes.com/technology/feeds/infoimaging/2004/11/12/infoimagingvnunet_2004_11_12_eng-vnunet_eng-vnunet_022509_6370189890051010114.html?partner=yahoo&referrer= said:Reuters[/url]]'With a game like Jedi Academy you will get exactly the same speed with a Radeon X800 and a Radeon 9800, which has half the number of transistors, because it is the CPU that is holding the performance back.'
Some tasks may be done by either processor, leaving the driver to decide which to use.
'We call it load balancing,' said Bar-Haim. 'If there is a very fast CPU we might move some of the functionality to it.
'Some of the decisions are made on the fly, some in advance. Some will depend on the load on the CPU. The software can be very clever, finding out how much load there is on the CPU.'
'We might see more of that in the future, seeing the GPU or VPU [video processing unit - the card] as a co-processor... We will start to look at the whole system, how we can optimise it to get the best performance.'
I wasn't aware of ATI doing this before, and I'm wondering to what extent they are doing it. At the moment, especially given the comments about Jedi Academy, this would appear to be a one way process with some vertex shaders being pushed back to the CPU if the graphics is a little preoccupied - this would also seem to be able to occur less when Vertex Texturing is used.