One thing we don't seem to hear asked much is how important vertex shaders are. With the unified shader architectures upon us, I've been wondering how a variable load will help in future/current games.
I've seen charts from ATI and NV showing the typical workloads in games, and they show VS having a much lower usage than PS. All the way back to the X800 series, chips were being equipped with 6 VS @ 500 MHz or so. Even RV410 had 6 VS. Were these units really being fully utilized? Or were the separation of duties in older GPUs really very, very inefficient and had these units somewhat idle while pixel shaders were screaming away in the profiled games?
Now, with these unified designs, vertex shading can be as much or as little of chip's task as necessary.
I'm particularly fascinated by G80's performance in Oblivion. I had the impression that the game engine was just inefficient and that faster cards wouldn't help much (ala EQ2). We certainly saw that with the X1900 vs. X800 and 7800/7900 cards. But, G80 really thrives with the game and I wonder why exactly it eclipses older generations so much. I wonder if its more geometry processing power on G80 being used, or the incredible shading capability of the chip, that helps the demanding game out. After all, G80 has potentially incredibly more "VS" resources than any previous GPU, assuming the chip gets "partitioned" that way (by driver?). Of course, maybe it's just G80's vastly higher pixel shader capabilities. Oblivion runs a PS on just about everything in the game, afterall.
I've seen charts from ATI and NV showing the typical workloads in games, and they show VS having a much lower usage than PS. All the way back to the X800 series, chips were being equipped with 6 VS @ 500 MHz or so. Even RV410 had 6 VS. Were these units really being fully utilized? Or were the separation of duties in older GPUs really very, very inefficient and had these units somewhat idle while pixel shaders were screaming away in the profiled games?
Now, with these unified designs, vertex shading can be as much or as little of chip's task as necessary.
I'm particularly fascinated by G80's performance in Oblivion. I had the impression that the game engine was just inefficient and that faster cards wouldn't help much (ala EQ2). We certainly saw that with the X1900 vs. X800 and 7800/7900 cards. But, G80 really thrives with the game and I wonder why exactly it eclipses older generations so much. I wonder if its more geometry processing power on G80 being used, or the incredible shading capability of the chip, that helps the demanding game out. After all, G80 has potentially incredibly more "VS" resources than any previous GPU, assuming the chip gets "partitioned" that way (by driver?). Of course, maybe it's just G80's vastly higher pixel shader capabilities. Oblivion runs a PS on just about everything in the game, afterall.