Shader this, shader that, shader the latest smells and bells. Yet another shader is like improving the aerodynamics of a race car that still uses a Model T Ford engine.
Vertex manipulation has been negelcted since the dawn of time. Roll on OpenGL 2 with programmable vertex manipulation as a standard part of the render pipe.
While shared memory would save a few cents its not such a big issue if each card is restricted to its own, you only load a texture once and not every frame.
Shader this, shader that, shader the latest smells and bells. Yet another shader is like improving the aerodynamics of a race car that still uses a Model T Ford engine. Vertex manipulation has been negelcted since the dawn of time. Roll on OpenGL 2 with programmable vertex manipulation as a standard part of the render pipe.
While shared memory would save a few cents its not such a big issue if each card is restricted to its own, you only load a texture once and not every frame.