A lot of talk has revolved around RSX and CELL's high speed interconnect (much faster than previous architectures), and that it will enable a new rendering paradigm. And that with CELL it might be possible to do some pre or post processing that hasn't been feasible before.
My questions. Is the hardware responsible for fetching vertices part of the vertex shading units themselves or some other de-coupled units in the G70? If CELL was used to perform transformation, lighting, or both, is there a way to have the data bypass the VS side of the RSX and be fed directly into the PS array or would the VS still be used as the transport? The likely answers would seem to be no. In which case, CELL can't do anything to increase the theoretical maximums, but it can be used to reduce the length of the shaders run by the GPU. And as such, it can't do anything to help balance VS/PS load as it relates to polygon size, but potentially can as it relates to shader length?
According to the beyond3d Xenos article, it can fetch 16 vertices per clock, is it the same for the G70?
My questions. Is the hardware responsible for fetching vertices part of the vertex shading units themselves or some other de-coupled units in the G70? If CELL was used to perform transformation, lighting, or both, is there a way to have the data bypass the VS side of the RSX and be fed directly into the PS array or would the VS still be used as the transport? The likely answers would seem to be no. In which case, CELL can't do anything to increase the theoretical maximums, but it can be used to reduce the length of the shaders run by the GPU. And as such, it can't do anything to help balance VS/PS load as it relates to polygon size, but potentially can as it relates to shader length?
According to the beyond3d Xenos article, it can fetch 16 vertices per clock, is it the same for the G70?