You mean, a software Mandelbrot renderer emulating FP16/FP24 to compare to PS-rendered images? I don't think anyone has written such a thing yet as it makes no sense for any but that purpose.
Hey, but I know a Mandelbrot renderer with FP224 precision
You mean, a software Mandelbrot renderer emulating FP16/FP24 to compare to PS-rendered images? I don't think anyone has written such a thing yet as it makes no sense for any but that purpose.
Hey, but I know a Mandelbrot renderer with FP224 precision
If it looks better than the R3xx when zoomed, then it's got to be FP32.
If it looks worse, then it's most likely FP16, though it would be interesting to see the differences between FP16 and FX12 in one of these mandelbrot shaders.
Personally, I don't see the mandelbrot shaders as a good way of seeing what differences exist, but instead are a better way to just see what precision is actually used in the calculations. These shaders aren't going to be similar to those seen in real games. They're the ultimate in synthetic testing.
I would tend to think so. But I'm not sure how the mandelbrot shader depends on precision: is it more dependent on the mantissa, or the dynamic range?
Since essentially all mandelbrot shaders use FP, i would imagine the quality is largely dependent on dynamic range, so that FX12 would look far worse than FP16.
I would tend to think so. But I'm not sure how the mandelbrot shader depends on precision: is it more dependent on the mantissa, or the dynamic range?
Since essentially all mandelbrot shaders use FP, i would imagine the quality is largely dependent on dynamic range, so that FX12 would look far worse than FP16.
There's definitely alot of mantissa precision invovled. It's precision for texture coordinates that allow one to go very deep into the fractal. For this, dynamic range doesn't help at all. It may have an effect somewhere else -- I'm not too sure, though: I'm just delving into the Mandelbrot Set fractal image right now. . .