Has FP24 been a limitation yet?

Discussion in 'General 3D Technology' started by nelg, Dec 12, 2004.

  1. hovz

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    deano what company do u work for and what game are u developing
     
  2. DeanoC

    DeanoC Trust me, I'm a renderer person!
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    Ninja Theory (previously known as Just Add Monsters) and the game is Heavenly Sword.
     
  3. KimB

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    Sounds like a theory about MMORPG's and looting practices....
     
  4. Arun

    Arun Unknown.
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    ROFL! :)
     
  5. DegustatoR

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    Isn't NV4x benefit from this also?
     
  6. hovz

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    deano are there any pics of your game? couldnt find any on ign.
     
  7. Ostsol

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  8. Frank

    Frank Certified not a majority
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    Yes, I know that. But you store multiple sizes, to be able to use the one that fits the need. That is analogous to the bit depth: you use the one that looks good enough and uses as little space as possible. You might WANT to use the largest textures you can to cover everything, but it is not feasible, unless you think four textures are enough for everything...
     
  9. Frank

    Frank Certified not a majority
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    That depends. You might want to use a size that has little spill-over for the cache-filling bursts. It might be optimal to use 21 bit color values, 7 bits per color, to be able to use the bandwith to it's full potential in many scenario's. I don't know. As long as the total burst size transfers the data you need and fits a multiple of the bus width, it can be more optimal than an even amount of bytes/words/longs.

    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.
     
  10. KimB

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    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.
     
  11. Unknown Soldier

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    Hovz .. there was also a trailer (or 2) that was released if I remember correctly.

    Yes I'm pretty sure. Wasn't there DeanoC?

    US
     
  12. Geo

    Geo Mostly Harmless
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    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?
     
  13. nelg

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    Good idea. Then they could calculate how large of a bill to send to nV. :lol:
     
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