DegustatoR said:Wasn't Kirk talking about now? As if unified approach isn't optimal for now? When did he say this anyway? A year ago?
I think it's possible that he meant DX9 SM3 generation.
geo said:This doesn't pass the giggle test for me tho. Context is all, and that context would be "duh!". Everybody and his brother knows you are talking about Vista and dx10 for that conversation.
I'd find intentional misdirection an easier to swallow answer than "oh, you didn't mean SM3?".
I agree with you on that 100%psurge said:You could argue that Kirks statement was more about RSX vs. Xenos than upcoming PC products though... (not that I have any idea of what they are going to end up producing)
Dave Baumann said:I think this is the one pertinent to future architectures.
obobski said:ever wonder what nVidia did/does with all the 3dfx tech they now own?
_xxx_ said:Threw it away since it's 5 year old tech now? Everything from 3dfx IP is pretty outdated nowadays.
No he isn't but comments by him for the public are basically NV PR-approved. Or, in better words, has to be.Dave Baumann said:Well, I can't ever recall NV's PR making any comment about it. The commentry and reaction has stemmed from Kirk and he's not divorced from engineering.
Who cares. Compare then (in 3dfx's time) and now, those tech are basically outdated (by virtue of other technologies beyond those in 3D).Kaotik said:I think the real question is - did they ever really use it (okay, they did, at least IIRC it was mentioned somewhere that they used some video engine they got on the 3dfx tech asset buyout) - or did they ever really started any research for future based on 3dfx tech
I hope this will include the differentiation between a unified shader API (software) and a unified shader architecture (hardware). I have been itching to have this clarified to me.Reverend said:I will start another thread regarding an interesting related and side topic, that of unified shaders (I have a lot to say about this!).
DemoCoder said:I don't believe in a late-stage alteration of the G80 to be unified.
The key thing, I think, is that he "bottles-up" a shader engine (pixel or vertex) with the features associated with either, e.g. rasterisation, interpolation.Dave Baumann said:I think this is the one pertinent to future architectures.
I think NVidia's backwardness on this whole topic stems from a lack of foresight on scheduling.DemoCoder said:I find it hard to believe that Kirk is unaware that texture units may be decoupled from pixel shading ALUs and that while a pixel ALU may be doing vertex work, it's texture units won't neccessarily be "idle".
I could believe that specialized geometry shading units would still be more efficient than reusing pixel shader ALUs due to memory access pattern differences.
Oop... it's a nice short wording ... USA... Unified Shader Architectures, not United State of America. I knew now that ATi think big enough .Jawed said:I think NVidia's backwardness on this whole topic stems from a lack of foresight on scheduling.
The Xenos scheduler is not a trivial bit of gear. But with it, the whole USA falls into place. Without it, it just looks like a minefield.
The argument over whether a GS should be a dedicated piece of hardware or can re-use the shader engine (e.g. in collaboration with a primitive assembler) is certainly ripe for discussion...
Jawed
Jawed said:I think NVidia's backwardness on this whole topic stems from a lack of foresight on scheduling.