This has probably been discussed before here, but i'm going to ask this question anyway
There are some talk about the NV40 and how many pipelines it would have in the Valve Half Life 2 Presentation and Benchmarks thread. And i thought that as it is now, (with the Half Life 2 benchmarks and all) we don't really need more fillrate. Or rather, there are other things that we need much more. Mainly shading power.
What i want to know then is, how deeply connected are the pipelines with the shader units ? Do we need more pipelines to get more shading power ?
F.e, could you double the shading units of the 9600 (while keeping the pipeline configuration) and get a 9800's shading power/MHz ?
And if that's the case, would that be a good solution afa transistor budget goes ?
There are some talk about the NV40 and how many pipelines it would have in the Valve Half Life 2 Presentation and Benchmarks thread. And i thought that as it is now, (with the Half Life 2 benchmarks and all) we don't really need more fillrate. Or rather, there are other things that we need much more. Mainly shading power.
What i want to know then is, how deeply connected are the pipelines with the shader units ? Do we need more pipelines to get more shading power ?
F.e, could you double the shading units of the 9600 (while keeping the pipeline configuration) and get a 9800's shading power/MHz ?
And if that's the case, would that be a good solution afa transistor budget goes ?