The R500 is the successor of ATI's unreleased R400. We know that ATI is going toward a Unified Shader architecture. This seems to be partly motivated by the fact that everyone (MS, ATI, nVidia) agree that shader programming for Vertex and Pixel Shaders is going to coincide in the future (although nVidia believes the PS and VS units should remain separate). A unified shading language is an expected feature of SM 4.0. Another motivation is the potential for better efficiency and performance in games that are either PS or VS intensive.
While I think Unified Shaders is a really great idea, I would like to pontificate out loud: Is this all R500 will do that is "new"? What new developments will come about that make R500 look new and "next gen"?
As the Beyond3D DirectX 10 article mentions, "there are several instances where you want to do things at the vertex level that’s mostly a pixel level operation, or something at the pixel level that’s usually done at the vertex level"--what are these, and will consumer/developers notice?
What else will we be getting out of R500? As a consumer with a strong interest in 3D, I am curious what else ATI/MS may be bringing to the table. Like most gamers, I want to know how Xenon will be "next gen". e.g. A recent patent seemed to indicate that the Xenon may use one of the POWER processors for Vertex operations. Does this mean that the Unified Shaders will almost all be dedicated to Pixel Shading? Also, we recently saw neat features like Geometry Instancing introduced by ATI (R300) and nVidia (NV40). Stuff like that is exciting and will affect how games are made.
What features from the DX Next article should we expect to be usable in games with R500? Are we just going to get more of the same with more power? Or should we expect some Topology Processor, specific Tessellator Enhancements, Frame Buffer Access in the Pixel Shader, Integer Instruction Set, some new AA technique with no performance hit ??? Are we looking at Fast14 allowing clock speeds to be so high we can expect shader programs with hundreds, maybe thousands, of shader operations for games? (I believe FarCry used 50ish for the water and HL2 has some in the 70s). Will vertexes be able to be created and destroyed at will? How will flow control, branching, looping, etc... make a big difference?
As you can tell I am curious. I would hope R500 introduces some new features that are usable. So, what else will R500 do? R500, more of the same with more power, useless innovations, or new approaches that make a difference to developers/gamers? Any hints or educated guesses?
Ps- Any chance of ATI using the Xenon/Revolution launches to push some of their personal HW ideas out the door for support to leverage on the PC and possibly WGF 2.0? Will anything other than 3Dc be introduced and make waves?
While I think Unified Shaders is a really great idea, I would like to pontificate out loud: Is this all R500 will do that is "new"? What new developments will come about that make R500 look new and "next gen"?
As the Beyond3D DirectX 10 article mentions, "there are several instances where you want to do things at the vertex level that’s mostly a pixel level operation, or something at the pixel level that’s usually done at the vertex level"--what are these, and will consumer/developers notice?
What else will we be getting out of R500? As a consumer with a strong interest in 3D, I am curious what else ATI/MS may be bringing to the table. Like most gamers, I want to know how Xenon will be "next gen". e.g. A recent patent seemed to indicate that the Xenon may use one of the POWER processors for Vertex operations. Does this mean that the Unified Shaders will almost all be dedicated to Pixel Shading? Also, we recently saw neat features like Geometry Instancing introduced by ATI (R300) and nVidia (NV40). Stuff like that is exciting and will affect how games are made.
What features from the DX Next article should we expect to be usable in games with R500? Are we just going to get more of the same with more power? Or should we expect some Topology Processor, specific Tessellator Enhancements, Frame Buffer Access in the Pixel Shader, Integer Instruction Set, some new AA technique with no performance hit ??? Are we looking at Fast14 allowing clock speeds to be so high we can expect shader programs with hundreds, maybe thousands, of shader operations for games? (I believe FarCry used 50ish for the water and HL2 has some in the 70s). Will vertexes be able to be created and destroyed at will? How will flow control, branching, looping, etc... make a big difference?
As you can tell I am curious. I would hope R500 introduces some new features that are usable. So, what else will R500 do? R500, more of the same with more power, useless innovations, or new approaches that make a difference to developers/gamers? Any hints or educated guesses?
Ps- Any chance of ATI using the Xenon/Revolution launches to push some of their personal HW ideas out the door for support to leverage on the PC and possibly WGF 2.0? Will anything other than 3Dc be introduced and make waves?