Luminescent
Veteran
DaveB presented the following in his NV40 preview:
On a second note, Dave added the following to his discription of NV40's filtering method:
In our discussions, David Kirk suggested that the texture units on NV40 will operate not at the pixel level, but at the quad level, such that if it was determined that the texture sampling requirements of the entire quad were less than the overall sampling abilities of the quad of texture units then potentially trilinear sampling may be achievable in a single cycle over the entire quad, where two cycles would be required with each texture sampler fixed to a pipeline.
Emmit mentioned some drawbacks; what would those drawbacks be? Anyone find out if this is the case for NV40?We asked Emmett if this was the case with NV40 and he replied that "some in the NV4x range would feature this as it has benefits and drawbacks."
On a second note, Dave added the following to his discription of NV40's filtering method:
Why is it thought that normal anisotropic filtering is available in NV40? Any additional comments or information on this bit?It is thought that the normal GeForce Anisotropic Filtering mechanism is still available within NV40, however its understood not to be presently available in the drivers - presumably the "High Quality" mode of the "Image Settings" option will enable this.