News
 

Bookmark and Share

(0) 

NVIDIA Corp.’s chief architect David Kirk said in an interview that the company would make a graphics processor with unified pixel and vertex processing engines – an approach backed by Microsoft Corp. and ATI Technologies, but denounced by NVIDIA earlier – in future. The executive said that from manufacturing standpoint such a chip would be easier to make, but harder to design.

“We will do a unified architecture in hardware when it makes sense. When it’s possible to make the hardware work faster unified, then of course we will. It will be easier to build in the future, but for the meantime, there's plenty of mileage left in this architecture,” David Kirk said in an interview with Bit-tech.net web-site.

Late last year ATI and NVIDIA revealed their standpoints on the so-called unified shader processing engines within a graphics chip. ATI said that such an approach was very efficient and would allow to dynamically allocate resources of a chip. The company has developed a graphics processor for Microsoft’s Xbox 360 console, which actually has unified shader processors. NVIDIA late last year said that unified shader processor was not really efficient for both vertex and pixel processing compared to specifically optimized pipes.

Microsoft pushes unified shader language for pixel and vertex shaders in its next-generation Xbox 360 game console ad well as graphics API of Windows Longhorn – Windows Graphics Foundation 2.0. As a result of that graphics hardware designers should deliver their chips with unified shader engines at some point in future in order to more efficiently support the new API. But at this point NVIDIA thinks the approach is not something required tremendously in short-term future, which may be a feasible, as Longhorn is not expected to be launched earlier than in mid-2006.

“It’s far harder to design a unified processor - it has to do, by design, twice as much. Another word for ‘unified’ is ‘shared’, and another word for ‘shared’ is ‘competing’. It’s a challenge to create a chip that does load balancing and performance prediction. It’s extremely important, especially in a console architecture, for the performance to be predicable. With all that balancing, it’s difficult to make the performance predictable,” Mr. Kirk said.

Discussion

Comments currently: 0

Add your Comment




Related news

Latest News

Friday, May 24, 2013

6:09 pm | Second-Generation Kinect Sensor for Windows Due in 2014 – Microsoft. Microsoft Discloses Additional Details About Kinect 2

4:24 pm | New Technique May Open Up an Era of Atomic-Scale Semiconductor Devices. Atom-Scale Semiconductor Devices May Be Incoming, Thanks to New Researchers

Thursday, May 23, 2013

11:30 pm | Kinect Support Is Not Mandatory for Xbox One Video Games – Microsoft. Microsoft Will Not Require Compulsory Support of Kinect from Xbox One Games

11:20 pm | Thermaltake Publishes List of PSUs Compatible with Intel Cori i “Haswell” Chips. 20 PSUs from Thermaltake Are Compatible with Next-Gen Intel Chips

11:10 pm | European Amazon Stores Start to List Xbox One with €599 Price-Tag. Microsoft Xbox One May Cost €599 in Europe, If First Listings Are Correct

9:28 pm | Apple to Assemble Macs in Texas, Set to Manufacture Parts Across the U.S. Apple’s Plan to Move Production Back to U.S. Gets Shape

9:12 pm | Microsoft Confident in Lack of Quality Issues with Xbox One Hardware. Microsoft Vows Xbox One Will Not Have RROD-Like Issues

8:52 pm | AMD Officially Launches New-Generation APUs for Mobile Applications [UPDATED]. AMD Introduces Kabini, Temash and Richland Accelerated Processing Units

6:51 pm | OCZ Reveals Vertex 450 Solid-State Drives: High-End Performance at Mainstream Prices. OCZ Introduces New SSDs Based on Indilinx Barefoot 3 Controller

3:40 pm | Nvidia Unveils GeForce GTX 780: GK110-Based Consumer Solution for $649. Nvidia’s Cut Down Titan LE Becomes GeForce GTX 780