Added dynamic res too. Get up to 10% higher resolution in lightweight areas. Nice improvement. PS4 Pro now looks surprisingly close to native 4K (Titan X), and still runs at locked 60 fps.
UE4 doesn't yet support 16 bit float/int in shaders. I am waiting for official support, before I start doing my optimizations.
UE4.19 temporal upsampling and SSAO shaders are heavily ALU bound. Our fluid SDF generator is also heavily ALU bound. These shaders would very likely benefit from double rate fp16/int16 math. PS4 Pro would not be the only one to benefit. There are several PC GPUs with double rate fp16/int16 math, such as Intel integrated GPUs (since Broadwell) and AMD Vega. Nvidia's new Titan-V also has double rate fp16 (https://devtalk.nvidia.com/default/topic/1027346/titan-v-fp16-performance/), so we can hope that Volta based Geforce GTX also has it.
UE4 doesn't yet support 16 bit float/int in shaders. I am waiting for official support, before I start doing my optimizations.
UE4.19 temporal upsampling and SSAO shaders are heavily ALU bound. Our fluid SDF generator is also heavily ALU bound. These shaders would very likely benefit from double rate fp16/int16 math. PS4 Pro would not be the only one to benefit. There are several PC GPUs with double rate fp16/int16 math, such as Intel integrated GPUs (since Broadwell) and AMD Vega. Nvidia's new Titan-V also has double rate fp16 (https://devtalk.nvidia.com/default/topic/1027346/titan-v-fp16-performance/), so we can hope that Volta based Geforce GTX also has it.
It will help to improve Xbox One X too because it can help to reduce register pressure? I read on the blog about DXR removal of FP 16 was an error... And there is a trick too with fp16 for vertex shading don't know if it can be used on titles for next generation consoles when all models will have fp 16 support and dual fp16 when some part of the rendering pipeline is ALU bound?
On the other hand, as Intern Department quipped, DirectX has a long history of “revolutionary” features that turned out to be duds too. DX7 retained mode, DX8 Matrox tessellation, DX9 ATI tessellation, DX10 geometry shaders & removal of FP16, DX11 shader interfaces, deferred contexts etc.