First of all, Deano's post.
I brought this to Tim Sweeney's attention and he had the following comments to make :
Just thought this may be of interest.
I brought this to Tim Sweeney's attention and he had the following comments to make :
I definitely see the CPU as The Right Place for performing tesselation and other geometry operations, and have always lobbied against these features being hardcoded on future GPU's. After all, the interesting tesselation algorithms (such as subdivision surfaces) require lots of branchy code with random memory access, something that is better suited to a general CPU than a GPU.
Regarding vertex shading, it's trending to be such a small part of the workload compared to pixel shading that long-term it won't matter very much where this is performed.
Just thought this may be of interest.