OpenGL guy
Veteran
All calculations are done at 32-bits per component in the shaders, not 64-bits. Double precision is available in DX11, but rarely used.Also you can try to extrapolate from the previous texels/pixels/triangles/flops data , by knowing the word size for each one of them , for example : pixels can be of 32-bit size (they are 128-bit in HDR), vertices can be 64 or even 128-bit , texels could be the same , and FLOPS are usually 64-bit in size .