- Aug 21, 2002
- 18,368
- 11
- 81
It's pretty obvious Microsoft wants unified shaders, which means no seaparate pixel and vertex shader pipelines.
On one hand, it would give developers more freedom in the sense that if their particular game requires more vertex shader power than pixel shader power, and visa versa, they can balance the two as they see fit.
On the other hand 32 unified shader pipelines won't be able to process pixel shaders as fast as 32 dedicated pixel shader pipelines.
It's my opinion that a unified design would be better because it would allow all shader pipelines to be used at all times. In the current designs, the pixel shader pipelines or vertex shader pipelines may sit idle at times because they have nothing to do. As Intel will tell you, having parts of your hardware sitting idle is bad... they created HyperThreading to combat that issue... and it seems GPU's will be taking on a more general purpose design to combat that issue.
Thoughts?
On one hand, it would give developers more freedom in the sense that if their particular game requires more vertex shader power than pixel shader power, and visa versa, they can balance the two as they see fit.
On the other hand 32 unified shader pipelines won't be able to process pixel shaders as fast as 32 dedicated pixel shader pipelines.
It's my opinion that a unified design would be better because it would allow all shader pipelines to be used at all times. In the current designs, the pixel shader pipelines or vertex shader pipelines may sit idle at times because they have nothing to do. As Intel will tell you, having parts of your hardware sitting idle is bad... they created HyperThreading to combat that issue... and it seems GPU's will be taking on a more general purpose design to combat that issue.
Thoughts?