OpenGL guy
Veteran
Not to be rude, but this is a silly question. 128 bits per texel. That means more bandwidth is consumed reading the data into the texture cache. That also means the texture cache holds fewer texels. Of course there's a performance hit.digitalwanderer said:Does it cause a performance hit?LeStoffer said:Freak'n Big Panda said:can accept FP32 requests but just converts them to FP24 correct?
Correct. The texture address (data input if you wish) can be FP32, but is converted to an ATI 'internal' FP24 during the pixel shader calculations. The R3x0 can expand the result from the pixel shader up to FP32 data afterwards, however.
sireric (ATI) has told us that writing out their internal format to 128b (FP32) and reading it back in as a texture 'causes no precision loss'.