Ailuros said:With unified shaders and procedural geometry/HOS, where exactly are they one generation behind?
In two years, which would be the timeframe to design a desktop chip with that IP from the ground up
Ailuros said:With unified shaders and procedural geometry/HOS, where exactly are they one generation behind?
All it takes is to Design an IP at that level make a couple prototypes and show it to the world. Some Company is going to glom onto it get the party started and the rest is history.
ATi just designed an *ip only* Chip package for the Xbox360 that is even 90% of a Generation ahead of the generation that isnt even completely *currently* represented.
HellBinderMarks, obviously.Ailuros said:90% in what?
Hellbinder said:Are you kidding me?
90% of what... ???
Oh, i dont know... Unified shaders, WGF 2.0 like features, memexport..
The current new generation only being half way introduced becuase R520 has not been released yet and only the GTX is out there at this time. When Xenos is about 90% of the features (in some cases past it) what we will expect anther 18 months from now. So clearly someone can design an IP and get it made by someone else that is not behind current technology.
You know whats really funny, is when you guys try to get all disrespectful and mocking when obviously i'm not the who missed their date with captain obvious.
karlotta said:there will never ever be a PC gpu card with PVR EVER. Did i say ever? yeah ever. Nobody in there right mind would jump into the vicard biz with flat PC sales and try and compete with ATi and NVDA. Any sign of a threat and you would see a price drop that would kill a start up.
Then let alone compete with intell and Dell and get in the oem biz side...
_xxx_ said:In two years, which would be the timeframe to design a desktop chip with that IP from the ground up
Ok you got me there, and there will more of that kinda stuff. just not a sku# at Bestbuy to upgrade.Ailuros said:I don't believe in a PC GPU anymore either.
The last sentence just made chuckle though, considering the Dell Axim50v has an Intel2700G inside, which is nothing else but PowerVR's MBX.
TEXAN said:Actually, a chip designed with that i.p has been up and running since summer 2004.
Hellbinder said:The current new generation only being half way introduced becuase R520 has not been released yet and only the GTX is out there at this time. When Xenos is about 90% of the features (in some cases past it) what we will expect anther 18 months from now.
Bjorn said:What features are you talking about here really ? What major feature will Xenos support that the R520 and GTX's doesn't ?
And i don't count unified shaders as a feature. It's just a different architecture, just like a TBDR.
Ingenu said:The most likely route (doesn't mean it'll ever happen), IMHO, for PowerVR would be to take back some market share through Intel integrated graphics (Intel licencing PowerVR).
Thanks to the benefits they would be able to release an high-end product and fight for the king of the hill crown.
At least it sounds much more probable than PowerVR suddenly trying to crush the competition out of nowhere...
Hellbinder said:Unified shaders at this point are a feature. It allows you do do things that the current crop of cards cant do. Like do a z pass accross all "pipelines" in one shot. This is not just an architectural change but has a direct effect on the kinds off things you can pull off. There are also improvements in the Shaders themselves and you have memexport and you have on die cache.
Unified Shaders are not the same kind of thing as TBDR. you could have a unified "TBDR"
Hierarchical texture cache
Abstract
A dynamically configurable portion of a cache shared between central processing and graphics units in a highly integrated multimedia processor is engaged as a secondary level in a hierarchical texture cache architecture. The graphics unit includes a small multi-ported L1 texture cache local to its 2D/3D pipeline that is backed by the relatively large, single ported portion of the shared cache. Leveraging the shared cache as a secondary level texture cache reduces system memory bandwidth and die size without significant sacrifice in performance.