Are there diferant GPU Architectures like the AMD vs Intel? I mean, I know some basics. I think that ATI is more focused on shaders, but thats about all I know. Are there any big diferances like AMD vs Intel?
Are there diferant GPU Architectures like the AMD vs Intel?
I mean, I know some basics. I think that ATI is more focused on shaders, but thats about all I know.
Are there any big diferances like AMD vs Intel?
nVidia even includes an additional physics shader function on top of the already standard pixel, vertex, and geometry shaders.
I think that ATI is more focused on shaders...
nVidia even includes an additional physics shader function on top of the already standard pixel, vertex, and geometry shaders.
I don't have a clue what ATI has planned, but I bet they aren't planning to use what nVidia has, with the probable exception of physics.
They all have to conform to a DX9 (for backward compatibility) and DX10 (for next-gen apps) standard, but how they implement that standard sets them apart.
And the fellow is right aboiut the last gen anyway... Ati has had a more brute force shader architecture when you look at the 7900 series (24 pixel shaders) vs the X1900 series (48 pixel shaders).
You've confused me, Cleeve. From what I've read, pixel, vertex, and geometery shaders are DX10 standard, which is what I said. But nVidia's shaders also do physics, which is not DX10 standard. Am I wrong?
I did note that ATI would likely use physics shaders as well in my post, but it's unclear if that is how they'll implement physics. Even if it is, it won' t be the same as nVidia, so their implementation will still be a differance, as I said.
I get what your saying here, but I read his post differently. As no one else had posted I didn't know how else to read it. From my reading, more shaders, or even "brute force shader achitecture", does not equate to "more focused on shaders." I hope I didn't confuse him as apparently I've confused you, but that's what I thought when I read the OP.
Wrong is a strong word, but you should do a bit more research.
In Dx10 cards those physics calculations will be made by the unified shaders, there was never any physics-specific hardware implemented that I've ever heard of. It's a physics-specific API using the existing unified shader power to implement physics, just like in Dx9 cards you can use pixel shaders to calculate physics.
Ati (who has teamed up with Havok for their API), Nvidia, and aegea are pushing their own separate APIs, but both Ati and Nvidia are using their cards in a similar fashon - graphics shaders used for physics calculations. Only Aegea has physics-specific hardware.
Hopefully physics support will become part of DirectX in the version after 10, so they won't compete anymore and it'll become standardized like graphics APIs have (like Direct3d in DirectX).
Well, Ati was more focused on shaders, Nvidia was more focused on texture units. Their engineers basically said as much in interviews, as Ati chose to use a higher shader-to-TMU (texture unit) ratio than Nvidia. There's nothing wrong with either approach but they both have their strengths. In texture heavy games the 7900s will do a bit better, in shader heavy games the X1900 will do a bit better, on average.
Nvidia has come around though, and their 8800 is a very shader-oriented architecture.
But 7900 vs. X1900, the X1900s will have the advantage in shader-heavy apps.
VBDude, you did technically not understand my statement. As Cleve pointed out, when I said more focused, what I ment was more shaders. But its no biggie, I was unclear and plus, I didnt know much more than that generalization...
Now, if it goes this way, do games utilize textures units or shaders more? Looking at Toms benchmarks, it seems that its texture units more.(not counting Black and White) I guess that point is mute though, as we have unified.
I suppose asking questions about ATI vs Nvidia unified would be pointless as the r600 isnt out yet, but still... I bet the r600 would be more effective, as with the Xenos, ATI has more experiance. Will the cards have problems with older games that were designed with pixel pipelines in mind?
by the way, when will we have 1028 bit? We've got 512 bit, and we've just hit 1 gig of vid memory so.........
It appears you've reworded this since I went to lunch, but I'm still a bit confused. I've read repeatedly the term "physics shaders" and that to me means hardware implementation, not software implementation.
Now I know you'll have to use software to access it, as the DX10 API doesn't include direct physics calls to the GPU, but the hardware doesn't just handle it in a back door sort of way, as it did under DX9. It was built to take physics instructions. Am I wrong--oops, misinformed?
Also, I've seen this debated, but aren't ATI and nVidia both using Havok anyway? Or has nVidia written its own API for G80? :?:
I can call a unified shader a pixel shader if it does a pixel calculation, and a vertex shader if it does a vertex calculation. Put simply, a shader unit is just a fancy name for a calculator.
Don't worry about all the typing. Sure it was a graphic that did it, but re-reading your post certainly solidified my understanding. Thanks for your patience.