" Once the developers go to Unified Shader and DirectX 10, it is all going to change. When you load, or overload, the Vertex engine you automatically overload your pixels as well.
And once it gets unified you cannot count pixel and vertex budgets separately, as it is all unified budget. A 64 Unified Shader pipeline card can do any combination, including 32 pixel
and 32 Shaders, 60 Shaders and 4 Vertex or 50 Vertex and 16 Shader information per clock, or any other combination that adds up to 64..."
(looks like big green might be lagging in this department. the red team already has embraced "unification"...)
http://www.theinquir...x?article=34594












