Future Hardware

Values are usually interpolated at full precision..
Some of the earlier shader model had different precision rules at the software level. Off the top of my head, SM1 was required to use at least 12bit precision iirc - how that actually translated to the hardware I don't remember. D3D10 and SM4 are a lot stricter about this sort of thing which is good :smile:

On a recent trip to see the guys at MS one of them made a very interesting comment regarding future graphics that was a bit obvious once said but I hadn't really considered it before. Basically, art content is becoming the most expensive part of current/future games - just think about how many models and textures are required (the 10's of gigabytes of installed data is a good hint ;)). We can do fancy effects and high quality rendering, but feeding those algorithms with data requires a huge amount of resource and effort...

The basic idea is that technology (probably led by software, but following through to hardware) might try to help out and reduce the workload on artists. Comments by David Blythe (I think it was him - was in a series of interviews about 6 months ago) about moving towards procedural content would fit in nicely here...

Oh, and for those talking about 64bpc - maybe there's some use in the high-end workstation/CAD/Art segment, but I don't see the need for it in the consumer/gaming space anytime soon.

Cheers,
Jack
 
It's maybe worth pointing out that to save area, some hardware uses a shared exponent scheme for that.

For a linear interpolating between the same channel in four pixels in a texture lookup that could be reasonable, but that would break massively for interpolators.
 
OT: LCDs and 6-bit colour

Some LCD's use 6bit per color panels, they're cheaper and good enough for most people anyway, most won't notice the difference, TN-panels (used at least while back on most "gaming tft's") are all 6bit per color I think
A bit late on the reply but...

I just got My First LCD! Yay! Having read around the subject a bit, AFAIK most current LCD screens (gaming and otherwise) are TN-F, and use 6 bits per colour. They get up to "16.2 million colours" by means of dithering or temporal cycling of colours to create the illusion of more colours. TN-F monitors have the advantages of being cheap (making them common) and having a low response time (especially for gamers).

A good link: http://www.tftcentral.co.uk/specs.htm

Oh, and 32 bit colour on the desktop is 24 bit plus 8 bits of alpha.
 
Taken from http://forum.beyond3d.com/showpost.php?p=47981&postcount=34
How about 0.0000000000000000001*10^(-23) micron tech with 20 GB eDRAM having 100 TBit bus?

sounds nice? yeah. why not drop out the old pipeline design and make MultiScalar 512 Bit accurancy Pixel RayTracer with huge parallerlism capable pushing more than 2 fully 24 Super Sampled anti-aliased tera pixels per second on polar cordinate iMax compliant format?

why not?
- propably MS wouldn't support it.

Cider gets on my head... need something to eat...

So, it seems this future vision is still yet to come.... Why not stick with it then? ;)
 
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