Uttar said:ILDP, TBDR, Stochaistic MSAA transforming aliasing in noise and ( 8 FP32 MADs OR 16 TEXs ) AND 8 COS/SIN ops/clock.
Okay, so we won't get all that next gen, but hey, we'll get it - evantually.
Although we'll get TBDR with Series 5, Stochaistic MSAA in NV40, and maybe the ops number in NV40 - although the NV40 pipeline organization remains a mystery...
Uttar
Enbar said:I voted for more pipelines because it was the closest to what I want, but higher clocks would also help. What I really want is fast pixel shaders and I don't care how they get them. What I'd find useful is being able to cover the whole screen with at least 32 instruction shaders and then a small number of important objects with even better shaders. Once that's doable then we can work on more features.[
Although we'll get TBDR with Series 5, Stochaistic MSAA in NV40, and maybe the ops number in NV40 - although the NV40 pipeline organization remains a mystery...
3dilettante said:Or a way for some of the geometry calculations to provide feedback to the CPU for collision detection, etc.
All you need in system memory is the heightmap. Collision detection can be performed on the interpolated height at a given (x, y) location. Using floats it requires a third of the memory that a tesselated mesh would need and is probably faster.bloodbob said:3dilettante said:Or a way for some of the geometry calculations to provide feedback to the CPU for collision detection, etc.
Yeah they keep talking about how you can use displacement mapping for terrain yet you still need to do all the tesselatins on stuff in the cpu because you need to do collosion detection.
Pete said:All of the above, please. And for less money.