Ailuros said:
Bottomline: if there's any merit to the above, having unified units doesn't give you much more than SM3.0. Ok they're unified, so what?
As far as I can tell, the only reason to go unified is performance. For example, imagine a scene that has some nearby objects with large triangles, and other objects far away with very small triangles.
With a traditional renderer, those far away objects would tend to be primarily vertex-limited, while the nearby objects would be pixel-limited. So pretty much the entire time the scene is being drawn part of the core will remain largely unused.
With a unified renderer, however, you could get near-perfect utilization all the time, such that you'd have just as many pipelines operating as vertex pipelines as are necessary at that time.
Naiively, then, this would seem to be clearly better than a traditional renderer. The questions remain as to how many extra transistors it would cost to do this, and whether or not there would be any additional performance concerns in attempting to make the same pipeline do two separate jobs at basically the same time.
nVidia's claim is that the choice will then become between very efficient but separate pixel and vertex pipelines, or a unified system that isn't as efficient when doing just one or the other, but is more efficient in keeping more pipelines active. Which will come out ahead? Well, we'll have to see.