Available from :
http://www.pvrgenerations.co.uk/cgi...iew/johndavid1011&printer=0&pagenum=1
and
http://www.mitrax.de/artikel.php?id=20
http://www.pvrgenerations.co.uk/cgi...iew/johndavid1011&printer=0&pagenum=1
and
http://www.mitrax.de/artikel.php?id=20
36. Judging from recent benchmark results (such as HL2 f.e.), do you think that applications/games are tending to become more shader limited and far less bandwidth limited than before? Do you predict that under those presuppositions future PowerVR products to be able to keep pace with the competition?
John: Different benchmarks have tended to stress different performance elements and while pixel shader performance is an important factor, bandwidth will remain top, or very close to top, of the list of factors affecting overall performance. One thing to note of course, is that if pixel shading is the bottleneck, a deferred texture engine only shades visible pixels and is therefore much more efficient than an immediate mode renderer in this respect too.