XxStratoMasterXx said:
Does anyone know if the next ATi chip will be supporting floating point blending and filtering?
Dunno. But this is the thing that's bugging me the most at the moment. If HDR rendering using FP blending is such a performance killer, how is Xbox 360 going to achieve this?
I suppose if we take SC:CT's use of FPB-HDR as indicative, supposedly a release title for XBox 360, then it seems likely ATI has the technology.
Perhaps FP-blending for HDR is "too new", so ATI hasn't had time to integrate it into R500. And since SM3 doesn't seem to say anything about FP-blending (does anyone expect SM4 to say anything?) may be it's a wash.
On the other hand, FPB-HDR seems to be quite a fad. Xbox 360 with no HDR would seem to be a mistake.
Though I wonder if Xbox 360 can afford to come to life with a major graphical feature that's essentially "incompatible" with its targetted performance (hi-def resolution support, AA). I only say that judging by the appalling performance hit of FPB-HDR on NV40. If it's unusably slow at 1920x1080 (is that a targetted resolution for Xbox 360?) then will floating pint blending even be included?
Would the "+" in Xbox 360's SM3+ imply the inclusion of floating point blending?
None of ATI's presentations at GDC seemed to mention FPB-HDR (judging by the PDFs), so maybe ATI isn't close to implementing floating point blending.
In fact, curiously, the talk on Irradiance Volumes for Games:
http://www.ati.com/developer/gdc/GDC2005_PracticalPRT.pdf
didn't seem to include any concept of high dynamic range in the modelling of light. Maybe, being pre-computed, HDR simply drops out, anyway.
Jawed