nbohr1more
Newcomer
I've been wallowing in a little self-pity about my inability to get a wife-approved system upgrade... My lack of CPU horsepower has started me thinking about something fundamental about the concept of the "Upgrade". At the dawn of 3D acceleration the Video Card was replacing something that was normally done by the CPU. The whole point of the Video Card was to give PC gamers the ability to play games as if they had somehow traveled several years into the future and had purchased a high-end CPU. Obviously, those early cards were still highly dependent on the CPU and platform they ran on but the initial effect was still akin to a CPU upgrade. Hardware T'n'L came along with the promise of even more CPU independence but by then game developers decided to push the CPU along with the GPU so simply upgrading the GPU was no longer an effective way to stave of a CPU upgrade. Now have been through some tumultuous Platform cycles for both AMD and Intel where upgrading CPU's has essentially meant upgrading motherboards and RAM. Essentially what has happened is that upgrades have become platform wide (especially due to the AGP to PCIE transition). Now Direct-X 11 Compute Shaders are on the way. The promise, once again, is that the CPU will no longer be needed for certain types of calculation. This bring up the following questions:
1) Will Game developers see Compute Shaders as a way to mitigate platform dependence (Example you must EITHER have CPU A or GPU B to run this game)?
2) If CPU dependence keeps increasing along with GPU dependence, why not simply put a CPU socket and SATA controller on the Video Card PCB (this approach would even make old PIII systems viable)?
3) Are there ANY current games that take advantage of PCIE's bi-directional communication advantages (other than SLI/Crossfire)?
Bonus Question: Will Microsoft or AMD promote Compute Shaders as a viable GPGPU approach for the Xbox360?
1) Will Game developers see Compute Shaders as a way to mitigate platform dependence (Example you must EITHER have CPU A or GPU B to run this game)?
2) If CPU dependence keeps increasing along with GPU dependence, why not simply put a CPU socket and SATA controller on the Video Card PCB (this approach would even make old PIII systems viable)?
3) Are there ANY current games that take advantage of PCIE's bi-directional communication advantages (other than SLI/Crossfire)?
Bonus Question: Will Microsoft or AMD promote Compute Shaders as a viable GPGPU approach for the Xbox360?