In Nick/Richard's FM/Next3DMark interview :
I agree with FM's view (and prediction) on this. Are there, however, any instances when the lack of precision is a noticeable one? I can think of, say, having a lot of FP lookup tables, where the lack of precision in conventional textures should be noticeable when there are very slight changes in normal maps with environment mapping, like window glass, for instance. Any other cases in "usual" game implementations?
FM said:All of our FP textures also act as render targets. We do not use FP formats for things like surface textures within the scenes. We believe that conventional texture formats, especially compressed ones, are still the best option for such use. This is because reflectance values, surface normals, etc. have a very constrained range. The higher precision and range provided by FP formats are much more useful when dealing with actual light values.
Nick/Richard said:What use of FP texture or buffers are you looking at for the next 3DMark? Specifically which do you feel is likely to be used more in near-future games? Do you feel that the choice you're making is influenced more by technical reasons or by hardware support?
I agree with FM's view (and prediction) on this. Are there, however, any instances when the lack of precision is a noticeable one? I can think of, say, having a lot of FP lookup tables, where the lack of precision in conventional textures should be noticeable when there are very slight changes in normal maps with environment mapping, like window glass, for instance. Any other cases in "usual" game implementations?