Megadrive1988 said:
any truth to this, or is this completely false?
All I can say is that all of the very strong indicators that I have at this point in time fly in the face of those statements.
one said:
So what is R520 like? Does it have Unified Shader ALUs?
If you look at its high level design then, no, it’s a straight implementation with discrete VS and PS units – it has different needs to address; this will be looking at the needs of PC games and, more importantly, API’s today, whereas R500 will be operating in a closed box with a closed API, tailored to its specific functionality, and with brand new games.
However, although it will probably look like a fairly traditional shader processing implementation I suspect that there will be a greater element of sharing of data between the two by virtue of it memory bus – so much so that I’m beginning to question whether the VS will bother with implementing their own texture lookups.