I think FP10 blending is going to be artifact central. You already get artifacts with 8-bit precision, and going from 8 to 7 bits, makes things much worse. Remember, we use to harp about artifacts with 16-bit color when the green channel has 5-6 bits of precision. With FP16 shaders, we were seeing artifacts with just 10-bit mantissa on *short* shaders which closely resemble what a few HDR framebfufer blends will give you in terms of accumulated error. Moreover, without a sign-bit, you can't use an FP buffer for RTT operations that create vertices or particles. (well you can, but you have to bias yourself in vertex shader) I would hope that both FP10 and FP16 are supported. FP10 is a hack right now because of bandwidth issues, but it trades off precision for range, but both are needed for next-gen titles. It is not a good tradeoff like FP32->FP24 was IMHO.