Have they been approached at all? It puzzles me.
Now for prosperity, RSX is not the slouch certain people would reverse-logic it to be. We know it has a lot of texture samplers that go along with lots of pixel ALUs and even though its vertex oomph may not be world-beating, it is dedicated oomph that doesn't eat into other performance metrics once utilized.
It is obvious though that RSX would be well served with more bandwidth. A 128 bit GDDR3 bus may not be as much of a problem when long shaders are to be executed per pixel but still it is a significant constraint to some of the simpler, pure-fillrate intensive things the chip might be doing regularly (shadow map or volume rendering, tone mapping etc).
Okay. So we have the ideal fit. A little company that could build a graphics core with minimal bandwith requirements per pixel filled, but also per AA sample. An architecture that has been touted (in the official press releases) to be very scalable, which I assume must mean at least a 16-piper could be built. A core that is available as IP from a company with extensive experience with customization and system integration.
It puzzles me that RSX is not a PowerVR architecture. While NVIDIA would have to bend and change their ways to accept an IP deal, Img Tech has been doing this exact kind of business all along.
Is it still the fear of limited vertex throughput? Were the performance requirements out of Img Tech's reach? Have they not been considered? Politics, rivalry in other fields?
Now for prosperity, RSX is not the slouch certain people would reverse-logic it to be. We know it has a lot of texture samplers that go along with lots of pixel ALUs and even though its vertex oomph may not be world-beating, it is dedicated oomph that doesn't eat into other performance metrics once utilized.
It is obvious though that RSX would be well served with more bandwidth. A 128 bit GDDR3 bus may not be as much of a problem when long shaders are to be executed per pixel but still it is a significant constraint to some of the simpler, pure-fillrate intensive things the chip might be doing regularly (shadow map or volume rendering, tone mapping etc).
Okay. So we have the ideal fit. A little company that could build a graphics core with minimal bandwith requirements per pixel filled, but also per AA sample. An architecture that has been touted (in the official press releases) to be very scalable, which I assume must mean at least a 16-piper could be built. A core that is available as IP from a company with extensive experience with customization and system integration.
It puzzles me that RSX is not a PowerVR architecture. While NVIDIA would have to bend and change their ways to accept an IP deal, Img Tech has been doing this exact kind of business all along.
Is it still the fear of limited vertex throughput? Were the performance requirements out of Img Tech's reach? Have they not been considered? Politics, rivalry in other fields?
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