pat777 said:Then again, Half-Life 2 got HDR to work well on X800 XT.
They used FX16, not FP16.
But I don't know how they handled blending (if at all).
pat777 said:Then again, Half-Life 2 got HDR to work well on X800 XT.
Hyp-X said:pat777 said:Then again, Half-Life 2 got HDR to work well on X800 XT.
They used FX16, not FP16.
But I don't know how they handled blending (if at all).
pat777 said:Hyp-X said:pat777 said:Then again, Half-Life 2 got HDR to work well on X800 XT.
They used FX16, not FP16.
But I don't know how they handled blending (if at all).
Isn't FX16(fixed point)the same as I16(integar)? Didn't OpenGLguy say R420 doesn't support I16?
pat777 said:Isn't FX16(fixed point)the same as I16(integar)? Didn't OpenGLguy say R420 doesn't support I16?
It sounds to me like you're saying, "If game developers do things the way they've been done for the last couple of years, performance could increase on the NV40." Huh? There's a reason why the move for FP filtering/blending, and it's so that games move forward, not backwards.Mintmaster said:Yes, it is disappointing that ATI skipped FP blending support, but there's still plenty of HDR effects available. It's possible that some of these hacks could increase performance on NV40 as well.
Chalnoth said:There's a reason why the move for FP filtering/blending, and it's so that games move forward, not backwards.
Joe DeFuria said:Chalnoth said:There's a reason why the move for FP filtering/blending, and it's so that games move forward, not backwards.
Why does NV40 support sport FP16 again?
Backwards compared to what? Stop being so melodramatic.Chalnoth said:It sounds to me like you're saying, "If game developers do things the way they've been done for the last couple of years, performance could increase on the NV40." Huh? There's a reason why the move for FP filtering/blending, and it's so that games move forward, not backwards.Mintmaster said:Yes, it is disappointing that ATI skipped FP blending support, but there's still plenty of HDR effects available. It's possible that some of these hacks could increase performance on NV40 as well.
High dynamic range lighting without hacks?Joe DeFuria said:Why does NV40 support sport FP16 again?Chalnoth said:There's a reason why the move for FP filtering/blending, and it's so that games move forward, not backwards.
Joe DeFuria said:Why does NV40 support sport FP16 again?
I'm not so sure, at least not for texture filtering.Full FP32 support on the math side (silicon) of things was probably do-able
DaveBaumann said:LeStoffer said:Performance of what? And what hardware are we talking about?
FP frame buffers. With NV40 fill-rate and bandwidth will be halved. There is no AA either. I suspect that these will be the long term limiting factors.
Because their chip was to big as it already was they couldn't put in FP blending of SM3.0 support without making a massive loss. Why could NV do it? maybe they had better engineers or maybe they are fine with a small profit margin I dunno.Briareus said:DaveBaumann said:LeStoffer said:Performance of what? And what hardware are we talking about?
FP frame buffers. With NV40 fill-rate and bandwidth will be halved. There is no AA either. I suspect that these will be the long term limiting factors.
Did ATI leaving out fp blending in the R420 have something to do with their use of fp24 instead of fp32/fp16?
I'm assuming since the bandwidth hit for doing fp16 is as high as it is that fp24 would be even larger and possible unacceptable with today's memory.
Blending and texture filtering aren't done in the shader, so no, this isn't a reason. Besides, nobody would create a FP24 framebuffer, due to bit alignment issues.Briareus said:Did ATI leaving out fp blending in the R420 have something to do with their use of fp24 instead of fp32/fp16?
Chalnoth said:It sounds to me like you're saying, "If game developers do things the way they've been done for the last couple of years, performance could increase on the NV40." Huh? There's a reason why the move for FP filtering/blending, and it's so that games move forward, not backwards.Mintmaster said:Yes, it is disappointing that ATI skipped FP blending support, but there's still plenty of HDR effects available. It's possible that some of these hacks could increase performance on NV40 as well.
bloodbob said:Because their chip was to big as it already was they couldn't put in FP blending of SM3.0 support without making a massive loss. Why could NV do it? maybe they had better engineers or maybe they are fine with a small profit margin I dunno.Briareus said:DaveBaumann said:LeStoffer said:Performance of what? And what hardware are we talking about?
FP frame buffers. With NV40 fill-rate and bandwidth will be halved. There is no AA either. I suspect that these will be the long term limiting factors.
Did ATI leaving out fp blending in the R420 have something to do with their use of fp24 instead of fp32/fp16?
I'm assuming since the bandwidth hit for doing fp16 is as high as it is that fp24 would be even larger and possible unacceptable with today's memory.
Chalnoth said:Smaller dies also use less power, and thus can be clocked higher.
pat777 said:Chalnoth said:Smaller dies also use less power, and thus can be clocked higher.
nVIDIA's double molex counters that unless your PSU is too small.