Well, not really. One can see where he's coming from when you just consider a game that has both large and small triangles to render in any given scene. The large triangles will be pixel-limited, and thus the vertex units will sit idle. The small triangles will be vertex-limited, and thus the pixel units will sit idle.WaltC said:Good point. I think he's talking about PC scenarios like running Word or a browser versus running a demanding 3d game, etc. In a PC the chips are always running at 100% peak, but sometimes the programs require no more than 50-60% of a given chip's resources--hence he says "efficiency."
The real question here is whether or not the inefficiencies inherent in moving to a unified architecture will allow the nearly-100% utilization (i.e. no vertex units waiting for pixel units and vice versa) to bring such an architecture ahead of a current one.