Jawed
Legend
That's the key question. It's why I raised GDS, as all SIMDs share that for communicating with TS, as far as I can tell. So is GDS a bottleneck? Is centralised TS the bottleneck? Would centralised parallel setup remain a bottleneck?Or is moving data into/out of a central geometry hub not a big deal assuming all the cache bits are in place?
Dunno.
One of the other questions that Heaven raises and Ethatron mentions, something I can't work out, is what's the impact on pixel shading efficiency due to sub-pixel triangles? As resolution increases less and less triangles are sub-pixel sized (assuming Heaven just hits "max tessellation" without taking account of pixels-per-triangle, which seems to be the case). Increasing resolution actually increases efficiency of pixel shading (or if you prefer, lowers the relative pain of zero-fragment triangles).
Well, I can't work out what's actually happening. I wonder if the NVidia GDC10 Booth presentation that the Unigine guys are giving will shed any light.
Jawed