Wednesday, October 20, 2010

Is the future of graphics FPGAs or CPLDs?

Well, it is the ultimate conclusion for pixel/vertex/geometry shaders...


They provide a difficult to program interface, but provide a way to approach the fastest possible solution to any massively repeating logical manipulation (such as a shader).

I'm an advocate of turning your game code into streams of data, and this seems like a really good way of writing data transforms in a super efficient manner.
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