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#51 | |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Binary prefixes for bits and bytes |
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#52 | ||
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Member
Join Date: May 2003
Posts: 323
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#53 | |||
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R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
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Nzone
SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
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#54 |
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Junior Member
Join Date: Jul 2004
Location: Portugal
Posts: 88
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Oh come on people!
Do you work with C or C++?! You have float and double. You use float most of the time and double when you need precision. NVIDIA's hardware works exacly like that, but with an half and a float. ATI only offers halfloat (something in between). You use half in NVIDIA's hardware exacly like you do with float on C: precision is enought and it is faster. If precision is not enough, use double (or use float on the GPU...). What is the big deal of NVIDIA telling developers to use FP16?! Isn't obvious? It runs faster, so why not use it if it has enough precision? |
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#55 | |
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Member
Join Date: Jun 2003
Location: Scotland, UK
Posts: 136
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I can't see how that would work too well, when one vendor has two formats, and the other 1 sitting inbetween. I guess we needed another big vendor to help decide a majority winner. |
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#56 | |
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...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,220
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1) Microsoft specified float to be less than FP24. 2) Microsoft specified double to be at least FP24. 3) ATI offers float as FP24. 4) ATI offers double as FP24, same performance as float. 5) Nvidia offers float as FP16, not as accurate as ATI's float, sometimes not even as fast as ATI's float. 6) Nvidia offers double as FP32, more accuracy than ATI's float/double, but significantly slower than ATI's float/double. 7) Nvidia attempts to pass FX16(FX12?) off as float or double. Why does everyone gravitate towards Nvidia's solution being the 'correct' one, when the specs do not indicate it as such? If anyone is offering oddball formats, in regards to DX 9 SM2.x, then it would be Nvidia, not ATI.
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IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
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#57 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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float is a storage optimization. On CPUs, you use float to optimize memory and disk footprint, but speedwise, the precision will be whatever the FPU can run at the fastest (usually double nowadays)
On GPUs, float serves two purposes: 1) it frees up memory buffers on chip so that more context state can be saved per pixel (e.g. # of temporary registers) 2) some operations are float-specific (e.g. low precision only), for example, the "free norm" operation. Since normalization doesn't really need more than FP16, this is fine. Nvidia is correct IMHO to say "use the minimum precision neccessary to do the job" Rules for floating point operations are very strict, and the compiler has its hands tied unless the developer can assist it. This is the same as in ANSI C/Fortran. Any extra semantic information given by the programmer to the compiler is information that can be used for optimization. For numerical programming, it's good to have strongly typed languages IMHO. |
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#58 | |||
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Member
Join Date: Mar 2003
Posts: 595
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Secondly, it says the following: Quote:
Intermediate results may be at a higher precision than requested. So, the documentation says that type float may not be less 32 bits, so FP24 doesn't cut it according to the documentation. BUT, Microsoft seems to be very unclear in their documentation. I have never found the minimum required precisions (without hints)in PS2.0 for instance. The FP24 minimum comes from an e-mail as far as I know. Quote:
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#59 |
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Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
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The original PS2.0 specification stated FP24 as minimum for full precision. Interestingly enough, though, the HLSL documentation lists three floating point types and their precisions: half (FP16), float (FP32), and double (FP64).
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"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
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#60 | |
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Member
Join Date: Mar 2003
Posts: 595
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