RoOoBo said:I can't find the patent in the european patent site where you can get them as pdfs rather than tiffs.
Fek, if an application is really using fragment shaders hardly any stage below the shader stages is going to be fully used, in fact utilizations of 10% or less are more likely. The modern graphic applications is likely to be either shader limited or bandwidth limited. In the case of being shader limited the prioritazion of fragments creates stalls in the shader while the priorization of vertex doesn't produce stalls in the shader. So the second is better.
I can't understand why priorization of fragments is a bad thing in a fragment limited situation. It looks like the opposite to me: in a fragment limited scenario you likely want to process as many fragments you can to not fill up the queue and stall. Can you elaborate this point please?