Hm, wenn du Caustic Graphics meinst, da widerspricht dir der Marketing-Mann von denen aber stark:
CausticRT - Raytracing-IP in nächster Konsolengeneration? - Raytracing, Caustic Graphics, CausticRT, Konsole
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We’re not using expensive hardware here at all. The memory on the card is just DDR2 laptop memory. The first implementation, which we are calling CausticOne, is using FPGA processors, but that of course is because we have developed these algorithms so that we can update the card as we get more feedback from developers. But when we release our ASIC version early next year, we will be able to learn from the developers and implement that feedback."[/FONT]
[FONT=Verdana, Arial, Helvetica, sans-serif]und:[/FONT]
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s I described the problem, it’s a raytracing problem and a scheduling problem. We don’t displace the CPU or GPU. We work together to make the CPU and GPU more efficient. [/FONT][FONT=Verdana, Arial, Helvetica, sans-serif]
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[FONT=Verdana, Arial, Helvetica, sans-serif]Und zur Sache mit OpenGL:[/FONT]
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"The other thing to note is that today there is no standard in raytracing, and as a result if you built a raytracer, you have to get pretty low level in trying to optimize the CPU or GPU. We have a whole new layer which is based on OpenGL, we call that CausticGL. It utilizes the OpenGL standard, which has been around for a long time, and we simply extended it and added extensions for raytracing. So now in an OpenGL shader you can actually shoot a ray. The other advantage of course is that OpenGL is very familiar to developers. It is the standard, with exception to DirectX for gaming, for most 3d computer graphics packages. As a result the developers don’t have to learn a new language."[/FONT]
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[FONT=Verdana, Arial, Helvetica, sans-serif]Oh, und bitte seid lieb zueinander: Persönlich muss hier niemand werden![/FONT]