I doubt if you start right now to develop a new game that you want to use shaders which actually *require* FP32. Plus, you could most likely easily develop this with a card only capable of FP24, it just would look slightly worse in worst case, but there really shouldn't be much of a difference for developing. I also can't really see what "optimizations for a fp32 based architecture" would be. That you can have longer shaders is probably a feature which developers like however, that's why ATI has included the F-buffer.♪Anode said:The only people who will be using these will be the developers. And at this point it makes more sense to give them something which represents the tech when their particular app is released than something else. Then they can do all the optimizations for a fp32 based architecture and then their results will come to realization when their game gets released 2 years from now and people can play them on the latest hardware which will run them in their full glory.
And even if it's true that somehow FP32 (even slow) might be appealing to developers, I think Nvidia makes more money for selling cards to gamers than for giving them to developers (not to say this is not important, but if you want to make money now those interesting-for-developers-only features just don't cut it).
I'd agree that pretty much all you need right now is fast DX8 performance for current games. But, for this you could just use a GF4 Ti chip as well. And, more important, ATI shows that you can actually have very good performance for BOTH FX12 and FP24, and actually with a considerable smaller (about 20%) transistor count (true for both R350 vs. NV35 and RV350 vs NV31) too (though I don't know the die size for these chips, since die size is what primarily determines costs of the chip AFAIK this would be more helpful than transistor count).