Hey Tridam,
I see your definition is of the pixel configurations is - how to put it - a bit more "technical" and more accurate than my definition. A agree to that. I will accept your definition. 8)
But I have one doubt, about the way certain NV3x cards were handling those 2x2 or 4x1 situations.
As far as I know the 4x1 configuration was only possible with the NV31, NV34 and NV36 only if no shaders at all were used, basically in Directx-7 situations. The moment any shaders had to be handled, the cards instantly switched to the 2x2 configuration. So basically 4x1 is for no use, in my oppinion. I am not sure, but I think this was the situation also with NV30 and NV35. Also I think the NV34 couldn`t do the 4x1 "trick".
All in all I must admit, the NV3x was a pretty interesting architecture. I feel I`m gonna miss it
They way NV3x could use the "legacy" register-combiners for less complex shaders, the way the "shader compiler" did all the "hacks" in order to direct as much as possible shader instructions towards the combiners, stuff like that
By the way... what`s the story with the nv shader compiler now, with the 6-Series ? I am sure it is active and used, but what are the aspects now ?
( I know that it does some instruction re-ordering to better use the dual-issued and co-issued characteristics of the NV4x core ) . I would love to read some more in-depth article on this topic.