Let's turn the current guessing game around. Or just see this thread as a place to share your thoughts about the way you think GPU's should evolve.
For a start, it is all about benchmarks, isn't it? So, what do you think has to happen to maximize the amount of pixels and frames? Better ways to gather the data (textures, mostly), more efficient data structures (like procedural textures), decoupling the quads and efficient branching, or just a much improved way to handle memory access?
But then again, we want quality as well, of course. So, what things have to be implemented to get the best images and animations? Storing the whole scene on the GPU and only updating changes? Better and faster AA and AF? Higher (virtual) resolutions and more and better render targets and ways to combine them? Very shader-heavy pipes and a way to handle textures as functions instead of lookups, with all the memory and cycles eating intermediate formats needed to pull that off while still making it look good? Or do we have to look for something new, like REYES?
Ultimately, we want a solution that does both. Good quality and blazing speed. Is virtual memory and a very clever memory manager the way to go? Or an extended caching method, from the z-buffer on-chip and some ed-ram, through some sram cache to memory? Or is improving the amount of new features best, as providing hardware solutions to currently hot problems (like HDR and AA) will improve the throughput as well?
For a start, it is all about benchmarks, isn't it? So, what do you think has to happen to maximize the amount of pixels and frames? Better ways to gather the data (textures, mostly), more efficient data structures (like procedural textures), decoupling the quads and efficient branching, or just a much improved way to handle memory access?
But then again, we want quality as well, of course. So, what things have to be implemented to get the best images and animations? Storing the whole scene on the GPU and only updating changes? Better and faster AA and AF? Higher (virtual) resolutions and more and better render targets and ways to combine them? Very shader-heavy pipes and a way to handle textures as functions instead of lookups, with all the memory and cycles eating intermediate formats needed to pull that off while still making it look good? Or do we have to look for something new, like REYES?
Ultimately, we want a solution that does both. Good quality and blazing speed. Is virtual memory and a very clever memory manager the way to go? Or an extended caching method, from the z-buffer on-chip and some ed-ram, through some sram cache to memory? Or is improving the amount of new features best, as providing hardware solutions to currently hot problems (like HDR and AA) will improve the throughput as well?
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