pat777 said:How can/Can FP16 blending increase IQ/performance with non-HDR effects such as motion blur and depth of field?
Well, basically, if the data is stored after each blend of the framebuffer at 8-bit, the same as the final output, you'll get creeping errors. That is, you won't be certain that the last of those 8 bits is correct each time, and so you may get the classical signatures of too little precision: dithering and banding (as usual, this will be most noticeable in a situation with either lots of blends, or smooth gradients, or both).pat777 said:How can/Can FP16 blending increase IQ/performance with non-HDR effects such as motion blur and depth of field?
pat777 said:How can/Can FP16 blending increase IQ/performance with non-HDR effects such as motion blur and depth of field?
Ostsol said:A question about accumulation buffers. . .
I know that they've been supported in hardware on ATI cards since the R300 (and presumably the RV350). What about NVidia, though?
Are you sure?tb said:Ostsol said:A question about accumulation buffers. . .
I know that they've been supported in hardware on ATI cards since the R300 (and presumably the RV350). What about NVidia, though?
Are you sure? I think the Radeon 256 had some kind of accumulation buffer for certain effects, but thr r2xx / r3xx / r4xx don't.
What is a "real" accumulation buffer? I am pretty certain the multisample buffer can be used for accumulation since the samples are maskable. I asked someone in the OpenGL team and they said the R300 and up support accumulation buffers.tb said:nope, just checked, and the ATi page says: "...approximate accumulation buffer..." - so no real acc. buffer.
No idea.Any OpenGL acc. buffer demo to test it on current hw?
nVidia's had it since the TNT. The problem is performance. With an accumulation buffer, you're doing the combining in external memory. You can do a lot less work, as well as save on lots of memory bandwidth, if the techniques are done within the pixel shader.Ostsol said:A question about accumulation buffers. . .
I know that they've been supported in hardware on ATI cards since the R300 (and presumably the RV350). What about NVidia, though?
If it's done in external memory, is it really hardware accelerated accumulation buffer support? I know that various drivers for various video cards have had it in software for quite a while. . . AFAIK, starting with the R300 ATI accumulation buffer blending and storage is all on-card.Chalnoth said:nVidia's had it since the TNT. The problem is performance. With an accumulation buffer, you're doing the combining in external memory. You can do a lot less work, as well as save on lots of memory bandwidth, if the techniques are done within the pixel shader.Ostsol said:A question about accumulation buffers. . .
I know that they've been supported in hardware on ATI cards since the R300 (and presumably the RV350). What about NVidia, though?
float Worth=exp(-8.0f*frameTime);
glAccum(GL_MULT,Worth);
glAccum(GL_ACCUM, 1.0f-Worth);
glAccum(GL_RETURN, 1.f);
Considering you have to do it at the frame level, it's not really feasible to do it in on-chip memory with most architectures.Ostsol said:If it's done in external memory, is it really hardware accelerated accumulation buffer support? I know that various drivers for various video cards have had it in software for quite a while. . . AFAIK, starting with the R300 ATI accumulation buffer blending and storage is all on-card.
Chalnoth said:Considering you have to do it at the frame level, it's not really feasible to do it in local memory with most architectures.Ostsol said:If it's done in external memory, is it really hardware accelerated accumulation buffer support? I know that various drivers for various video cards have had it in software for quite a while. . . AFAIK, starting with the R300 ATI accumulation buffer blending and storage is all on-card.