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T-Spoon
08-31-05, 07:45 AM
No, that's why WGF1.0 exists. WGF2.0 is the next DirectX and to be 100% WGF2.0 compliant you'll need a unified shader architecture on a hardware level.

Non-unified shader architectures are still WGF2.0 compatible but not compliant. That's the difference.

Unless MS has changed something recently to WGF2.0, Red_Shift is correct. WGF2.0 only requires unification at software level and not at hardwarelevel, eventhough MS would probably like both levels to be unified.

WGF is nothing more than a 3D Programming API and doesn't dictate the way hardware should be made. Although in a way it obviously will have some influence on IHVs and the way they develop their hardware.

Here's what David Kirk had to say about it:

"Well, let's get something straight. Microsoft makes APIs (Application Programming Interfaces- Ed) not hardware. WGF is a specification for an API specification - it's software, not hardware."


"For them, implementing Unified Shaders means a unified programming model. Since they don't build hardware, they're not saying anything about hardware.

Source: http://www.bit-tech.net/bits/2005/07/11/nvidia_rsx_interview/4.html