And the firm decided it doesn't need a unified Shader for its upcoming G80 chipset. Instead, it decided that you will be fine with twice as many pixel Shader numbers as geometry and vertex Shaders.More info over at The Inq.
AS we understand it, if a Nvidia DX10 chip ends up with 32 pixel-Shaders, the same chip will have 16 Shaders that will be able to process geometry instancing or the vertex information.
ATI's R600 and its unified Shaders work a bit differently. Let's assume that ATI hardware has 64 unified Shaders. This means that ATI can process 64 pixel lines only per clock. That may be in the proportions: 50 pixel, 14 vertex and geometry lines per clock, or 40 vertex, 10 pixel and 14 geometry information per clock. Any ratio that adds up to 64 will do. I hope you get this maths.
NVIDIA G80 DirectX 10 compatible
Posted on Monday, July 03 2006 @ 20:25 CEST by Thomas De Maesschalck