Vince said:
Um, lets see what you said:
whql said:
What ATI achieved with .15u probably a far better feat - first to 100M transistors and with speeds that exceeds the limits of what NVIDIA have told people .15u can do!
Again, did I say "in the world", no, you did. Considering the discussion is oncerning ATI and NV and 3D graphics I'd have thought you might have been able to grasp this, but evidently not.
The sky is blue, Elephants are big. Any other off-topic, useless things you want to throw in here?
You're the one who threw the analogy in Vince, its not my fault it the analogy doesn;t fit.
It also is catering to the legacy ideals of "X pipes * X TCUs" which is useless - it serves us no good.
Yes it does, because we move into a more sahder enabled age, multitextureing will become less useful and more wasteul. Single texture pipelines (with one or many shader units) will increasinly become the norm. Again, if NV40 does move to an 8x1 design it will also prove that the talk of "how we discuss legacy units" was laso just PR rubbish again - if it was unimportant then they will stick with a 4x2 (or Xx2) design.
Besides, the NV3x will continue on, of course it'll be all FP (isn't the NV35?)
Accoring to the review here, it seems that NV35 is pretty much the same as NV30.
actual architecture may very well eventually become a hybrid architecture, which was begun in the NV3x vertex shader architecture.
What are you talking about? Hybrid architecture? hybrid of what and what? the VS is just a vs unit - there nothng "hybrid" about it.
It has less meaning because there's no reason to have such a static architecture consisting of TCU's in this fixed manner.
And yet, NV30 does have TCU's in a fixed manner - you've just successfully argued for the obselescence of NV30. Bravo!
Eventually architectures will be like a pseudo-NV30 front-end that allows for resource sharing by tasks between fragment and vertex.
there is no resource sharing between the VS and PS in NV30, what are you talking about? Even NVIDIA doesn't describe this as taking place in the pipeline diagrams:
http://suif.stanford.edu/~courses/cs343/l10.pdf
But, this doesn't mean that ATI can just design an open ended processor that can be used at XXX Fab or YYY Fab at a moments notice...
Do you understand anything about IP licensing? Dependant on what MS asks for all ATI might to is hand over a bunch of IP to MS (or their fab partner) and let them do the layout and design. Go and talk to PowerVR - they've got lots of licensees for a sinlge product, di you think they are all made at the same fab?
The processor will be designed for a specific fab/line with specific libraries utilized.... what the are you thinking, I'm confused?
Apparently so. Don't think processors, think IP. Its going to be up to MS to desice the nuts and bolts of how that IP is put into a physical process that may or may not invlve ATI - this is where there are big questions still to be answered, and we won't get those answeres until more of the detail on XBox2 drops into place.
ATI is intimatly bound to the eventual fab during the design, unless Microsoft is doing the synthesis and back-end stuff themsevles, but that's highly doubtful.
No, MS might choose someone else to do it, as Nintendo do with Flipper. NEC or ST are examples of companies that might do this - dependant on the deal being offered, Intel might be persuaded.
Can someone tell me how, I'll even use ATI language, many equivalent "Vertex shader pipes" the NV30 has?
the question is, what does it matter? So far ATI's VS has proven itself to be feature rich and more powerful (with considerably less clockspeed) so how cares its its an aray or not - as for that matter, there was an NVIDIA document that stated they used 3 parallel VS, so who can say what they really have. Given how far their pixel pipes have proven to be out of whack with what they told us they were I wouldn't want to make any guesses as to the truth of their VS organisation.