if Tile based rendering/ Hidden Surface removal would actually work (eficiently) it would mean a couple of things.
1. 1600*1200 resolution *200 frames /second=384000000 (384 million )pixels/second.
2. at 4 textures /pixel it is 1.5 gigatexels/second
3. at 32 bit color that requires 6.1 GB/second bandwidth.
These numbers are close to the NV 15, so I would say that if hidden surface removal were implemented, there would be no more need for higher fillrates/bandwidth.
Interestingly, except for T&L calculations, the frame rate would no longer be dependent on the complexety of the scene (ie. all games run at the same speed.
This is all theorhetical. Hidden Surface removal i'm sure is quite dificult to implement efectively.
1. 1600*1200 resolution *200 frames /second=384000000 (384 million )pixels/second.
2. at 4 textures /pixel it is 1.5 gigatexels/second
3. at 32 bit color that requires 6.1 GB/second bandwidth.
These numbers are close to the NV 15, so I would say that if hidden surface removal were implemented, there would be no more need for higher fillrates/bandwidth.
Interestingly, except for T&L calculations, the frame rate would no longer be dependent on the complexety of the scene (ie. all games run at the same speed.
This is all theorhetical. Hidden Surface removal i'm sure is quite dificult to implement efectively.