Anarchist4000
Veteran
The context was frame time to hit their 30 or 60 fps target so yes. That's along the lines of cutting the time for 60% of the work in half. It definitely wasn't insignificant, but part of that was reduced register pressure and not double rate math. That would apply to most recent architectures on PC.But are they referring to an "overall" performance improvement of 30%?
The issue was that FP32 is needed for positions and depth in most cases with modern titles. Used to have FP24 in there with FP16. At the time there was separate hardware for vertex and pixel shaders so they coexisted, but everyone transitioned to unified shaders. Therefore the least common denominator (FP32) won out. FP16 works on mobile because the titles generally lack complex scenes.I'm not saying sebbbi/DICE are wrong, but if FP16 is that big of a deal then going to all FP32 ALUs back in the DX10 era would have to be considered a colossal fuckup right? And this decision was made 10+ years ago when IQ was nowhere near what we have today.
RGBA should work with dithering. I believe that's what Sebbbi mentioned beforeAnd outside RGBA color mapping, all that offers a lot values in those ranges: