bitRAKE, CPU is not bottleneck. The CPU-to-GPU (read AGP) is bottleneck. Less vertices you send to the GPU more speed. I don't understand why they claim that CPU is bottleneck. :rolleyes: I think that, the speed of CPU and GPU is comparable (this was case with "hardware TnL"), even that CPU is faster. I don't know for vertex programs (better term for vertex shader). Don't underestimate the speed of todays CPU's.:)

So, all in all, AGP is bottleneck...
Posted on 2002-07-01 19:23:24 by minimoog

So, all in all, AGP is bottleneck...
Yes, my thinking is the same, but the comment was made by NVidia in regaurd to their tests of past games - which they state don't utilize the AGP bus fully. If this is correct, I don't know if this is a problem with the DX/OpenGL API design, or the inefficient use of it. Needless to say, some of my own testing will be done. :)
Posted on 2002-07-01 20:21:32 by bitRAKE
Where vertex data is not static: animated meshes (models) and animated voxel heightfields or other manipulable pseudo-static terrain-mapping. There's probably others too but those spring to mind, since I currently am messing with both.
Posted on 2002-07-25 08:09:18 by Homer