Okay, as for the second part of the article...
Does nVidia actually state somewhere that the texture fill-rate has to do with "pixel pipelines" and actually differentiates these from TMUs? I think it may simply be the case that nVidia, since they have shown to be TMU-centric in their designs, they may consider TMUs to BE the pixel pipelines, and perhaps it might just be best to trim that section to reduce possible confusion.
Also, "features" comes conveniently right after fill-rate; it might've been prudent to mention that, indeed, this was another sort of fill-rate at work, to help put all four types of unit on a level, since you already mentioned fill-rate as related to ROPs and TMUs, and then proceed to have a list that includes those, and adds in shader units.
Next, when the mention of "pixel pipelines" comes up, I think it should mention the GeForce 7 as the first to go "fragmented;" I highly doubt that, with 24 TMUs/PSUs, and only 16 ROPs, that it could be an arcitecture that's anything but. Also, tracing through history, "pipeline" count has been fairly accurate to either two things: (when applicable) the number of ROPs, and the number of pixel shader units.
It could also be dangerous to imply that "24-pipeline" cards would be generally superior to all "16-pipeline" cards, particularly given that Radeon X1900s are generally considered "16-pipeline," rather than "48-pipeline."
The bit on manufacturing processes is right on, though I might add something in parenthasis to make sure the reader knows that "µ" stands for the prefix "micro-"
😛
As for the section on memory interfaces, I can't quite write it out, (partially because I'm falling asleep as I write this) but there's got to be a better way to explain how bit width is very important, perhaps involving a statement outright telling that bit width is the number of bits that the VRAM can transfer per clock cycle.
Fortunately, I'm glad to see that the article covered the all-important issue of some people being confused by seeing "half-speed" reported for their DDR VRAM. Though it might be wise to start including "GDDR4" in that list, given that it appears to be only a month or two away.
As for the whole long page on Direct3D and shader models, I must congratulate the writer of the article on that; I especially liked the animated example of differences, and I'm suprised that so much detail could be retained in just 256 colors. It might've also been a good idea to mention DirectX 9.0b and the accompanying SM 2.0b, but since it doesn't really ever have much of an impact on gamers, as far as they're concerned, perhaps it was right to leave it out.
However, I must correct the article on the mention of HDR. While I'm glad to see that the writer recognized that OpenEXR was developed for movies, not games, it is not used by
Oblivion, at least if the game's developers are to be believed; while functionally and statistically, it seems to be identical, Bethesda purports that it is a shader they developed in-house, and hence not found elsewhere. (though in 2005, they reported they used a SM 2.0 version, so it may be that they simply ditched it, and licensed OpenEXR, though they make no mention of it in the credits/etc.)
Oh, and on the section of "AA," an embarrasing mistake was made:
Aliasing (abbreviated 'AA') is a term to describe jagged or blocky patterns associated with displaying digital images.
AA is for anti-aliasing, not aliasing.
😛 It might also have been a good idea to give a basic description of HOW it works, (and hence why it increases the workload on the GPU) even if it was a mere sentence describing how it effectively draws each pixel multiple times, from a slightly different vantage, and blends them together.
Oh, and the bit on texture filtering, I'm afraid to say, should probably be just thrown out and re-written from scratch. It describes texture filtering as being invented to combat mip-mapping blur, when that's what
anisotropic and
trilinear filtering are for; each needs its own description. Perhaps some info can be shamelessly taken from
This excellent THG article that I've often referenced?
Oh, and that image demonstrating AF x16, in contrast to the one demonstrating different shader models, completely sucks. Even I had a hard time discerning that it was, indeed, AF x16. (I
can tell AF levels apart from a screenshot) Perhaps a different scene, or even a different game, should've been used. I might recommend
Morrowind, or perhaps
Oblivion, though
Morrowind makes mip-mapping far more apparent. Like the article I linked above, it should show the difference between no filtering, and various types/levels of filtering.
Anyway, all in all, this is a great article. Obviously nothing I didn't already know, but I think it might prove rather helpful for countless people who are new to this sort of thing. Keep it up, and I eagerly await Part III!
😀