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walsufnir said:
Zkuq said:
I get it, this is probably a new video, but how many threads do we really need about this? This has already been discussed very thoroughly, and I doubt the video offers any new insights.

There is a reason why some people are not allowed to make threads on certain sites, even get this right removed.

Here there is hardly anything you can do about it, apparently.

I video does go into more detail and gives examples of the kinds things that FP16 is used for. So that's good.

OT; I think it would be ridiculous to  measure any modern GPU based on its FP16 performance, simply because modern games are pretty much 90% based on fp32 calculations. This however just means that the PS4 pro can either do twice as many fp16 calculations in the time it used to take to do 1 or use up half the number of register calls for FP16 calculations which in turn frees up slots for other FP32 calculations.

And I think that's how this should be looked at, this is about efficiency. 

With regard to things like motion blur, depth of feild, AF, shadow maps....etc, this would mean that they can either be done better or be done faster.