suryad said:I read that ATI was teaming up with M$ to come up with the WGF 2.0 spec with the "unified" pipeline idea...interesting...so then the R600 theoretically could be WGF .2.0 compliant.
R500 (which will be found in XBox2) is already WGF 2.0 compliant. It will have 48 ALUs (unified shader units) in the chip. These ALUs can perform Pixel Shader, Vertex Shader and Geometry Shader calculations, the assignment will be load-balanced by the driver. AFAIK nVidia won't follow this direction and doesn't converge the two shader units physically. Of course they are forced to use the unified shader model on driver level, but they can dedicate a type of ALU for pixel, a different type for vertex, and a third type for geometry processing. Only time will tell which solution is better.
Unificiation on hardware level (ATI's approach):
+: Flexibility, better load-balancing
-: some performance penalty due to the lack of optimization
Unification only on software level (nVidia's approach):
+: Performance gain due to the optimization of the hardware units
-: Can be bottlenecked by any shader unit if the stress on the different ALUs are not in balance