PC-WELT:
It’s obvious that the next generation of graphic chips e.g. R520 will support 512 MB of memory. Is it necessary to have this amount available?
Raja Koduri:
Yes. The resource requirements of games are increasing rapidly. Making a new, unique and awesome looking game these days involves creation of giga-bytes of art work for models and textures. Techniques like normal map based lighting and bump-mapping techniques have become common place in cutting edge games like Doom 3, Far Cry and Half Life 2. These normal maps are typical high resolution and do chew up a lot of memory. Techniques such as 3Dc help alleviate the problem but I can see games next year that will easily overflow 256 MB frame buffer with all the details turned up.
PC-WELT:
It’s obvious as well that the next ATI generation (R520) will support the shader model 3.0. What are the benefits of the shader model 3.0?
Raja Koduri:
A well implemented and efficient shader model 3.0 offers some performance optimization opportunities for the ISV (Independent Software Vendor). The most significant feature for shader model 3.0 is branching – which is the ability to skip executing a bunch of instructions conditionally. Now, this is only going to benefit performance if the cost of branching is lower than the amount of work you are skipping.
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