Caught this link from Rob Evans.
http://gamesindustry.biz is hosting an interview Digital Foundry just did with IMG. The interviewer, Richard Leadbetter, had done some good coverage of Dreamcast and its technical merits back in the day, so he puts some informed questions here for Kristof Beets and David Harold as an overview of PowerVR's market approach and offerings.
Some insight into balancing customization versus simply scaling when making a new variant core:
http://gamesindustry.biz is hosting an interview Digital Foundry just did with IMG. The interviewer, Richard Leadbetter, had done some good coverage of Dreamcast and its technical merits back in the day, so he puts some informed questions here for Kristof Beets and David Harold as an overview of PowerVR's market approach and offerings.
Some insight into balancing customization versus simply scaling when making a new variant core:
Q: You have other multi-core projects in the pipeline for the series five hardware. What advantages do they have over the SGX543?
IMG: In addition to SGX543 we have also announced SGX544 which offers the same performance characteristics but enables fully compliant DX9 Feature Level 9_3 capabilities so basically an extra bump in feature set to meet Microsoft requirements. Also available is the SGX554 which is our first 8 pipeline part (SGX543/544 have 4 processing pipelines) which offers improved compute density for customers focused on GP-GPU and shader processing since a single SGX554 would offer the same compute capability as an SGX543 MP2 but not the same geometry or pixel throughput.
This means that SGX554 offers more GFLOPS per mm2 since the design avoid overscaling the geometry and pixel capabilities of the design versus customer requirements - basically we do not believe in "one size fits all" solutions and we thus offer our customers various options.
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