Mintmaster said:Imagine playing a game when all of a sudden, your character's clothes fly off! (Hehe, the next TR )
Yeah in TR the character's legs were flying off...
Mintmaster said:Imagine playing a game when all of a sudden, your character's clothes fly off! (Hehe, the next TR )
Aren't you talking about alpha blending? Blending the pixel shader output with the framebuffer?Chalnoth said:I don't think that has anything to do with blending, Mintmaster.
AndrewM said:Hey Uttar, werent you the one that was saying a few months ago that they fixed the register issues? Now you're saying it's not fixed?
Chalnoth said:Personally, I'm not entirely sure that it will be important to optimize FP32 blending for reason of games, and for anything else, if it's not realtime, who cares about a few % performance?
VVukicevic said:Chalnoth said:Considering there is no GLX_render_texture extension, I guess that would be kinda hard. I would think that's more a function of Linux rather than nVidia's drivers.
Well, there is GLX_ATI_render_texture -- it's supported by ATI's fglrx drivers, but the spec isn't available from the extension registry. nvidia's driver supports GLX_SGIX_pbuffer, which kinda-sorta gets you there as well.
Chalnoth said:If 12 bits integer is enough precision, I don't see why FP16 wouldn't be enough.
I know this. But FP16 supports a vastly greater dynamic range, which one should be able to make use of.davepermen said:fp16 doesn't have 12 bits integer part. it has one bit sign, and 5 bit exponent, resulting in 12 bit "integer part" (mantissa). it can represent more values, but different. it is definitely (as 12bit int is, too), a rather low end limit, and fp32 would be much bether.
I still don't see why you'd want to use greater than FP16 when your final output is going to be of lower precision anyway. At least, I don't see why you'd want to do it for blending.Mintmaster said:If you look at my post, I said FP16 will be fine for water simulation. I was just trying to explain to Chalnoth why blending is very useful for simulation.
Chalnoth said:I still don't see why you'd want to use greater than FP16 when your final output is going to be of lower precision anyway. At least, I don't see why you'd want to do it for blending.
Nope, I never said that. In fact, I was the original source of the fact FX16/FP16 exist in the NV4x architecture. See: http://www.notforidiots.com/GPURW.php?product=NV40&submit=1AndrewM said:Hey Uttar, werent you the one that was saying a few months ago that they fixed the register issues? Now you're saying it's not fixed?
- Supports FP32, FP16 and FX16 natively. Whether there is any performance difference between FP16 and FX16 is unknown, and whether there are any truly non-FP32 units is also unknown.
Chalnoth said:I know this. But FP16 supports a vastly greater dynamic range, which one should be able to make use of.davepermen said:fp16 doesn't have 12 bits integer part. it has one bit sign, and 5 bit exponent, resulting in 12 bit "integer part" (mantissa). it can represent more values, but different. it is definitely (as 12bit int is, too), a rather low end limit, and fp32 would be much bether.
the dynamic range doesn't give you really more precicion. in the end, you have 3 bits more precicion. and an uneven distribution.[/quote]davepermen said:I know this. But FP16 supports a vastly greater dynamic range, which one should be able to make use of.