Sounds like a theory about MMORPG's and looting practices....DeanoC said:Ninja Theory (previously known as Just Add Monsters)
ROFL!Chalnoth said:Sounds like a theory about MMORPG's and looting practices....DeanoC said:Ninja Theory (previously known as Just Add Monsters)
Isn't NV4x benefit from this also?DeanoC said:As the majority of the cards we are targeting (ATI R3x0, R4x0 and NV40) generally don't need this work, having to do it just for NV3x is a pain
http://www.eurogamer.net/article.php?article_id=56501hovz said:deano are there any pics of your game? couldnt find any on ign.
arjan de lumens said:The problem solved by mip-mapping (aliasing/popping/sparkling because features in the texture map become smaller than 1 pixel; mip-mapping is a somewhat crude way of simulating the process of taking multiple samples per pixel) is not the same problem that FP32 would solve.
Chalnoth said:For storage, you want to store objects in power of 2 sizes to make the memory controllers simpler.DiGuru said:If we talk about precision, why use MIP-maps and detail textures? Why not store all textures in FP 32? And why 32 bits? Just because it seems large enough, it is an easy multiple of 8 and most CPUs use them? In that case, you could make a very convincing case for 80 bits. And why not 100 bits then, just to make sure? And require four such values to be computed at the same time, to ease the use of calculating vectors and color values...
I don't think current architectures support the bitwise operations you'd need to perform higher-precision operations than officially-supported. You could do some packing to get somewhat better precision, but you won't get FP64 with two FP32 registers.DiGuru said:Btw. How would you do a 32/48/64/80 bit computation on a R300? I think it probably isn't that hard, so if you need it for some special cases, you might want to use macros that do multi-word calculations.
hovz said:deano are there any pics of your game? couldnt find any on ign.
DeanoC said:I think the problem that often missed in this discussion is that in games we don't really work on 'a' shader but lots. I don't actually know how many pixel shaders we have but I know that total shaders (vertex and pixel) is over 6000.
Good idea. Then they could calculate how large of a bill to send to nV.geo said:Any sense how many person-hours (or person-days, if that is easier) were/will be required to do the analysis of which shaders need to be switched to partial-precision and the actual coding to do so for your game?