It is becoming more and more appearant that DX10 and Xenos (aka R500, C1, ATI's Xbox 360 GPU) have significant overlap. This has had me thinking: What role will MEMEXPORT play in DX10?
As a backdrop, it is pretty clear that PCs are "weak" in floating point performance. PC gamers are more and more looking forward to advanced animation, completely destructible environments, and interactive worlds degrees of magnitude more intracit than what we are seeing now.
So far it does not appear Intel/AMD are too interested in solving this problem, at least not in the immediate future. Gamers are only a segment of the market and devoting precious silicon realestate to features that mainly benefit gamers does not seem to be high on their check list of priorities. If Intel's comments about integrated graphics and general attitude about the current state of performance (features > performance) we wont be seeing a solution from Intel/AMD in the next couple of years. Not to mention any changes they introduce are 1. slow to enter the market and 2. don't scale quick enoguh on a regular basis.
On the other hand we will be seeing Physics Processing Units in a couple months (Asus and BFG already are on tap to deliver these commercially). Yet it is hard to believe that a device that will be beneficial in a limited number of games, cost well over $200, and has limited usefullness (it basically works with a proprietary API) will gain significant market share. Discreet Sound cards are pretty much dead, so it is hard to see a PPU making serious headway into the market.
So it seems like neither of the above are very appealing avenues for a solution to the problem. Yet one of the GREAT things about the PC is it adapts--and usually quite well.
So I turn to the GPU. The gamers who need high end graphics are the same ones who need high end floating point performance. This opens the door for NV and ATI to expand their products usefullness AND creep into the "general processing" market to a degree.
If we are to believe Xenos--with a flexible shader array and dynamic scheduling with effecient ALU use--can use MEMEXPORT to do more "mundane" general processing tasks, like physics, could we not see
1. DX10 embrace this model, and
2. ATI/NV put 2 GPUs on graphics boards
The tradeoff of 2 GPUs is amazing. For games with no-physics, both GPU cores ala SLI/Crossfire will work on shading. For games with physics one GPU core can do graphics and the other physics (or some arbitrary load balancing).
Mid range cards could include 1 GPU and 1 smaller GPU, and low end cards could be 1 GPU solutions where a single GPU would balance physics and graphics (or just graphics if the chip was not fast enough).
The market overlap is excellent AND the net result is effecient--no silicon is idle during gaming. Unlike a PPU that can pretty much ONLY be used for physics, a GPGPU could be used for graphics or a balancing act of Physics and Graphics.
This also answers the need for more floating point performance. It is becoming appearant that for graphics to advance *animation and *physics based interactivity are needed to match the fidelity of the static rendering. Having a pretty picture that is standing still is just not good enough anymore. Graphics, imo, really needs to broaden into a broader market.
So, what do you believe is the solution for the PC performance issue? Will GPGPU's and DX10 be the solution or is it something else going to appear to resolve this issue?
As a backdrop, it is pretty clear that PCs are "weak" in floating point performance. PC gamers are more and more looking forward to advanced animation, completely destructible environments, and interactive worlds degrees of magnitude more intracit than what we are seeing now.
So far it does not appear Intel/AMD are too interested in solving this problem, at least not in the immediate future. Gamers are only a segment of the market and devoting precious silicon realestate to features that mainly benefit gamers does not seem to be high on their check list of priorities. If Intel's comments about integrated graphics and general attitude about the current state of performance (features > performance) we wont be seeing a solution from Intel/AMD in the next couple of years. Not to mention any changes they introduce are 1. slow to enter the market and 2. don't scale quick enoguh on a regular basis.
On the other hand we will be seeing Physics Processing Units in a couple months (Asus and BFG already are on tap to deliver these commercially). Yet it is hard to believe that a device that will be beneficial in a limited number of games, cost well over $200, and has limited usefullness (it basically works with a proprietary API) will gain significant market share. Discreet Sound cards are pretty much dead, so it is hard to see a PPU making serious headway into the market.
So it seems like neither of the above are very appealing avenues for a solution to the problem. Yet one of the GREAT things about the PC is it adapts--and usually quite well.
So I turn to the GPU. The gamers who need high end graphics are the same ones who need high end floating point performance. This opens the door for NV and ATI to expand their products usefullness AND creep into the "general processing" market to a degree.
If we are to believe Xenos--with a flexible shader array and dynamic scheduling with effecient ALU use--can use MEMEXPORT to do more "mundane" general processing tasks, like physics, could we not see
1. DX10 embrace this model, and
2. ATI/NV put 2 GPUs on graphics boards
The tradeoff of 2 GPUs is amazing. For games with no-physics, both GPU cores ala SLI/Crossfire will work on shading. For games with physics one GPU core can do graphics and the other physics (or some arbitrary load balancing).
Mid range cards could include 1 GPU and 1 smaller GPU, and low end cards could be 1 GPU solutions where a single GPU would balance physics and graphics (or just graphics if the chip was not fast enough).
The market overlap is excellent AND the net result is effecient--no silicon is idle during gaming. Unlike a PPU that can pretty much ONLY be used for physics, a GPGPU could be used for graphics or a balancing act of Physics and Graphics.
This also answers the need for more floating point performance. It is becoming appearant that for graphics to advance *animation and *physics based interactivity are needed to match the fidelity of the static rendering. Having a pretty picture that is standing still is just not good enough anymore. Graphics, imo, really needs to broaden into a broader market.
So, what do you believe is the solution for the PC performance issue? Will GPGPU's and DX10 be the solution or is it something else going to appear to resolve this issue?
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