london-boy said:Obviously it burns fillrate, that's what the problem is and that's whats been discussed here...
Ah. In that case: I agree.
london-boy said:Obviously it burns fillrate, that's what the problem is and that's whats been discussed here...
london-boy said:Actually no, you're missing it. We're not discussing how good a game will ultimately look, we all know anything will look gorgeous, but here it's a technical forum (the console forum has been divided into 3 entities afterall for a reason), so we're discussing technicalities. Mostly useless technicalities you'll argue, but that's the point here.
As LB has said, no I haven't. What you're posting is relevant to a thread 'do games need AA and HDR to look good?' but not to a 'can this hardware achieve these graphical effect simulataneously' thread. Regardless of whether games look good with or without HDR and AA, the question being asked and answered is one of hardware capabilities.!eVo!-X Ant UK said:You Misst the point
Shifty Geezer said:Regardless of whether games look good with or without HDR and AA, the question being asked and answered is one of hardware capabilities.
Copy nAo's 5 instruction colourspace shader code and include it with the dev toolsgeo said:So whatcha gonna do NV?
Shifty Geezer said:Copy nAo's 5 instruction colourspace shader code and include it with the dev tools
london-boy said:Sorry i've been a bit out of the loop lately, but can you head me to where he explains that? Tried to search for it but obviously nothing useful came up...
Shifty Geezer said:Copy nAo's 5 instruction colourspace shader code and include it with the dev tools
FP16 blending is the big feature that NVidia brought to the table with the 6 series - this allows semi-transparent objects to be rendered using FP16 precision.london-boy said:Right, read pretty much the whole thread - big mess - but i have to ask, if it's that simple, why is everyone so bothered about FP16 and FP32 and all these transistors "wasted" so to speak for those, when you can achieve pretty much the same results with INT8?
I bet NV and ATI are hitting themselves right about now, with all that silicon wasted for FP16 and FP32 when people are getting better results without them...
Why?Jawed said:The big issue I have with this talk of HDR is that FP16 isn't high dynamic range, at all. FP32 is the starting point.
I've argued this before - but IMO the R&D directions in certain fields/products are often influenced by marketting - and in some cases what you'll get are features that are better marketable - rather then actually better usable.London Boy said:Right, read pretty much the whole thread - big mess - but i have to ask, if it's that simple, why is everyone so bothered about FP16 and FP32 and all these transistors "wasted" so to speak for those, when you can achieve pretty much the same results with INT8?
Jawed said:The big issue I have with this talk of HDR is that FP16 isn't high dynamic range, at all. FP32 is the starting point. So every implementation of "HDR" is some kind of simulation that takes shortcuts, rather than using the "mathematically straightforward" approach of an FP32 backbuffer with full blending and AA support - something that no GPU offers anyway.
london-boy said:at least now we know PS3 games will have both HDR and AA more or less "easily"...