I don't, I think he was trying to make a burn and failed rather utterly at it!K.I.L.E.R said:PaulS, I think Mako was joking.
Mebbe I should wait to start posting until I grow-up too?
I don't, I think he was trying to make a burn and failed rather utterly at it!K.I.L.E.R said:PaulS, I think Mako was joking.
digitalwanderer said:Mebbe I should wait to start posting until I grow-up too?
digitalwanderer said:I don't, I think he was trying to make a burn and failed rather utterly at it!K.I.L.E.R said:PaulS, I think Mako was joking.
Mebbe I should wait to start posting until I grow-up too?
K.I.L.E.R said:PaulS, I think Mako was joking.
volt said:AFAIK NV3x will be running ARB2 path by default -- the scores should come out interesting when compared to R3x0.
Which would make plenty of sense. I don't think DOOM3's doing anything complicated enough to need better than FP16 (of course, remember that texture addressing always uses FP32 on the NV3x).Mordenkainen said:JC said he's letting GFFX's use fp16 throughout in the ARB2 path.
How can this be true? If you store an FP16 value and use that for a texture address, it's still FP16.Chalnoth said:Which would make plenty of sense. I don't think DOOM3's doing anything complicated enough to need better than FP16 (of course, remember that texture addressing always uses FP32 on the NV3x).Mordenkainen said:JC said he's letting GFFX's use fp16 throughout in the ARB2 path.
If you sample the texture using an input register, the precision of the texture address is the same as the interpolaters'. As such, even Radeons, which do everything else at FP24 in the pixel pipeline, sample textures using FP32 addresses. Heck, even a lowly Radeon 8500 with its FX12 precision probably samples textures with FP32 addresses. The same is true with Geforces, regardless of the precision hints. However, if you take the texture address, put it into a temporary register, and then sample the texture, what you have is a texture address whose precision is the same as the register's (as well as a dependant texture read).FUDie said:How can this be true? If you store an FP16 value and use that for a texture address, it's still FP16.Chalnoth said:Which would make plenty of sense. I don't think DOOM3's doing anything complicated enough to need better than FP16 (of course, remember that texture addressing always uses FP32 on the NV3x).Mordenkainen said:JC said he's letting GFFX's use fp16 throughout in the ARB2 path.
-FUDie
I know what a dependent texture read it. Please read my post again.Ostsol said:If you sample the texture using an input register, the precision of the texture address is the same as the interpolaters'. As such, even Radeons, which do everything else at FP24 in the pixel pipeline, sample textures using FP32 addresses. Heck, even a lowly Radeon 8500 with its FX12 precision probably samples textures with FP32 addresses. The same is true with Geforces, regardless of the precision hints. However, if you take the texture address, put it into a temporary register, and then sample the texture, what you have is a texture address whose precision is the same as the register's (as well as a dependant texture read).FUDie said:How can this be true? If you store an FP16 value and use that for a texture address, it's still FP16.Chalnoth said:Which would make plenty of sense. I don't think DOOM3's doing anything complicated enough to need better than FP16 (of course, remember that texture addressing always uses FP32 on the NV3x).Mordenkainen said:JC said he's letting GFFX's use fp16 throughout in the ARB2 path.
-FUDie
I don't see what's wrong with Chalnoth's statement. The samplers always use FP32 precision addresses, though they can obviously accept FP16 data. It's just like moving an FP16 value into an FP32 register.FUDie said:I know what a dependent texture read it. Please read my post again.
Maybe you should reply to Chalnoth, not me.
-FUDie
It's not 32 bit if the source data is not 32 bit. Chalnoth's statement was "texture addressing always uses FP32", which is not correct.Ostsol said:I don't see what's wrong with Chalnoth's statement. The samplers always use FP32 precision addresses, though they can obviously accept FP16 data. It's just like moving an FP16 value into an FP32 register.FUDie said:I know what a dependent texture read it. Please read my post again.
Maybe you should reply to Chalnoth, not me.
-FUDie
It's not 32 bit if the source data is not 32 bit. Chalnoth's statement was "texture addressing always uses FP32", which is not correct.FUDie said:I don't see what's wrong with Chalnoth's statement. The samplers always use FP32 precision addresses, though they can obviously accept FP16 data. It's just like moving an FP16 value into an FP32 register.
If Chalnoth feels obliged to chime in with completely irrelevant tidbits, I can certainly nitpick.Ostsol said:That's obvious, though. I think you're taking his statement too literally. I doubt that Chalnoth is so ignorant to not realize this.FUDie said:It's not 32 bit if the source data is not 32 bit. Chalnoth's statement was "texture addressing always uses FP32", which is not correct.Ostol said:I don't see what's wrong with Chalnoth's statement. The samplers always use FP32 precision addresses, though they can obviously accept FP16 data. It's just like moving an FP16 value into an FP32 register.
-FUDie
Question: Your .plan indicates that the NV30-path that you use implements only 16-bits floating-point (FP), i.e. half precision FP, for most computation, which should be sufficient for most pixel shading. The ARB2-path does not have 16-bits FP, and so all computation are done with 32-bits FP on the NV30. With regards to the R300, there shouldn't be a difference since it is always 24-bits FP on the R300. According to your .plan, NV30 is twice as slow on 32-bits FP - that is why the NV30 is slower than the R300 on the ARB2-path, but faster on the NV30-path. The question is what sort of quality difference are we talking about (in DOOM3) for such a difference between FP formats?
Answer: There is no discernable quality difference, because everything is going into an 8 bit per component framebuffer. Few graphics calculations really need 32 bit accuracy. I would have been happy to have just 16 bit, but some texture calculations have already been done in 24 bit, so it would have been sort of a step back in some cases. Going to full 32 bit will allow sharing the functional units between the vertex and pixel hardware in future generations, which will be a good thing.
martrox said:digitalwanderer said:Mebbe I should wait to start posting until I grow-up too?
You're never gona grow up, DG.........