Nvdia’s samenwerking met Sony stopt niet na de PS3

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Dachten velen dat Nvdia alleen de GPU voor de PS3 productieklaar zou maken en zich dan terug trekken, nou dat is dus niet zo.

Nvdia verstevigd de samenwerking met Sony zelfs. Zij zijn tot nu toe heel tevreden over de samenwerking met Sony, en zetten deze samenwerking dus voort.

Op het laatst van dit bericht maakte hij nog een interessante opmerking naar de xbox 360.

Verder worden in dit bericht de geruchten ontkracht dat Sony Nvdia pas op het laatste moment heeft gevraagd even een GPU in elkaar te steken voor de PS3, Nvdia en Sony werken al jaren samen.

Het bericht vind je hier:

David Kirk, chief scientist at NVIDIA and leader of the teams behind the GeForce 7800 and PS3 graphics chips, has revealed that the company plans to work closely and extensively with Sony in the future.

“So far our relationship with Sony has been great,” he told UK website Bit-Tech. “We have a much closer relationship and share a much broader vision for the future of computing and graphics.”

While NVIDIA’s dealings with Microsoft have traditionally been based around a customer-supplier relationship, NVIDIA has worked in close co-operation with the Japanese giant to design the RSX chip for its next-gen console.

“When we came together a few years ago, we found a vision and experience that we shared,” Kirk explained.

“It sounds cliched, but Japanese companies are often trying to create a vision and make the technology follow that, not the other way round.”

“We believed in that.”

Kirk said this is only the beginning of a long relationship between the two companies: “Our commonality has led to a number of product areas that go beyond PlayStation 3,” he revealed.

“The business deal is structured so that both companies benefit. It’s a really good relationship.”

Kirk went on to address the issue of unified versus discrete pipelines in graphics chipsets, which has been raised in recent weeks by claims from rival ATI that its Xbox 360 chipset will be more powerful than the PS3’s RSX due to its use of the unified model.

He pointed out that designing a graphics processor based on the unified model is extremely difficult to get right, explaining that “it’s a challenge to create a chip that does load balancing and performance prediction.”

“It’s extremely important, especially in a console architecture, for the performance to be predictable. With all that balancing, it’s difficult to make the performance predictable.”

“I’ve even heard that some developers dislike the unified pipe, and will be handling vertex pipeline calculations on the Xbox 360’s triple-core CPU,” he added.

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