DotProduct
Newcomer
Actually I find fp10 quite interresting. Aa far as I see HDR it is more about ganing more contrast and precision then effects.
For example if you use lightmaps with standard 32bit precision your result has bad contrast. The same is propably true for any multitexture/pass technique.
So if FP10 is good enough to increase contrast for some of those techniques it is very interresting even if image qualitity is bad for more sophisticaed HDR effects.
I mean if FP10 is good enough to allow high contrast lightmaps/multi texturing, than in some cases it might be the ideal choice, because it is basicly free.
But one propably important question I have: Will it be possible to convert a fp10 Framebuffer to standard 32bit with resonable loss of performance?
If yes any particle/post effetcs can still be rendered in 32bit and the loss of alpha precision would be meaningless.
If not, than fp10 would always mean, that you can´t use all those fancy alpha blending effects (without loosing quality), which are basicly standard in modern games, making fp10 alot less usefull.
For example if you use lightmaps with standard 32bit precision your result has bad contrast. The same is propably true for any multitexture/pass technique.
So if FP10 is good enough to increase contrast for some of those techniques it is very interresting even if image qualitity is bad for more sophisticaed HDR effects.
I mean if FP10 is good enough to allow high contrast lightmaps/multi texturing, than in some cases it might be the ideal choice, because it is basicly free.
But one propably important question I have: Will it be possible to convert a fp10 Framebuffer to standard 32bit with resonable loss of performance?
If yes any particle/post effetcs can still be rendered in 32bit and the loss of alpha precision would be meaningless.
If not, than fp10 would always mean, that you can´t use all those fancy alpha blending effects (without loosing quality), which are basicly standard in modern games, making fp10 alot less usefull.