Panajev said:
What if the idea they give in the patent of Pixel Pipelines, as far as that patent goes, is something like # of APUs ( depending on the configuration ) + the Pixel Engine ( which would be fast, but quite stream-lined )?
Visualizer's APUs might run Shaders and take care of the Geometry set-up process if needed.
So what you are proposing is some kind of "generalized" pipeline where there is no fixed primitive setup and the only thing that would really stay in fixed hw are texture fetches&filtering and maybe pixel tests&writes?
So that way you could write your own rasterization and no longer stay limited to just triangle primitives.
The question you should ask is whether it's really worth it. In this scenario you end up spending massive amounts of general purpose FPU power just in order to put things on screen, instead of using it to make the picture look better.
If the hardware will be so powerfull that the primitive setup and rasterization will only take a tiny % of total general computing resources then sure it would be great, but I don't really buy that just yet.