Forums - Nintendo Discussion - Rumor/Leak: Switch Hardware Specs, 1024 FLOP (Possibly 1TF) Device, Maxwell Architecture, Chat w/out Smartphone, Bluetooth Enabled...

fleischr said:
HoloDust said:

Sorry, what? Are we looking at the same picture? Because that image is Imagination Technologies showcase for their PowerVR GPUs that is showing superiority of FP32 over FP16 and degradation in image quality that latter produces. Just like this picture as well:

Anyway, FP16 has its place in mobile industry, but some people are having unrealistic expectations thinking that gains are 2x. IIRC, boosts from using FP16 code in real games are very modest, since most of the work is still done in FP32.

But as I said, I'm no expert on subject, best place for discussions like this is probably Beyond3D and there are threads out there dealing with this matter.

Are these the same number of flops for both images? As in say 1TF of in FP16 vs 1TF in FP32?

The fact it's listed simply as 'competing multicore GPU' and not anything else specfic comes across dubious.

It's not the matter of flops, it's the matter of presicion. Again:

"To get an idea of what a difference in precision 16 bits can make, FP16 can represent 1024 values for each power of 2 between 2-14 and 215 (its exponent range). That’s 30,720 values. Contrast this to FP32, which can represent about 8 million values for each power of 2 between 2-126 and 2127. That’s about 2 billion values—a big difference."

https://devblogs.nvidia.com/parallelforall/mixed-precision-programming-cuda-8/

Of course, all those pictures are Imagination's marketing...probably worst case scenarios... there's a reason why FP16 can and is used on mobiles - small screens. But blow that up on TV and you have a different story. I can't find them now, but I remember pics of HL2 running in FP16 and FP32...lot of artefacts in FP16.

Again, not expert on the matter, not by a long shot, but my understanding is that FP16 is usefull in some very limited cases and that performance gains from mixed FP32/FP16 code are quite modest...at least in games.



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I think I'll stick to Eurogamer.

Azzanation said: I am starting to really doubt UC4 will outsell Gears 4 let alone Halo 5. Those claiming 10m? Haha okay Uncharted 4 probably won’t do past 6m lifetime.

Uncharted 4 Sales: 8.7 Million (December 21, 2016.)

Prediction: Horizon Zero Dawn will sell over 4 Million Units in it's first year.

BraLoD said:
Alkibiádēs said:

I hope you don't genuinly believe that. 

I don't need to "believe" that, the game was 1080i.
It might not be "true HD" like the not "true 4K" like nowdays, because of what wyrdness said, but it's still a PS2 game with HD display.

Digital Foundry peg GT4's native rendering resolution at 632x448, which is less than 480p, much less 1080i.

It's only "1080i" in the same sense that Halo 3 last gen was "1080p"; the console may have upscaled the outgoing signal as such, but the actual game was rendering internally at a far lower resolution.



HoloDust said:

It's not the matter of flops, it's the matter of presicion.

Stahp. You are taking my fun away with the technical reply. :P

BraLoD said:

I don't need to "believe" that, the game was 1080i.
It might not be "true HD" like the not "true 4K" like nowdays, because of what wyrdness said, but it's still a PS2 game with HD display.

It's not HD at all.
1080i is field rendered, it takes a 540P (Or similar) image and re-builds it into a 1080i signal.

As you know Progressive-scan is where all the lines are displayed at the sime time.
Interlaced only displays half the lines at any one time and alternates between the lines being shown.



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So, here is an interesting test, DX8 is FP16 and DX9 is FP32, see if you can spot the difference.



dahuman said:

So, here is an interesting test, DX8 is FP16 and DX9 is FP32, see if you can spot the difference.

You kinda' do need to program your games to take advantage of the new abilities a new Direct X version offers.
Counter Strike has never been excessively demanding or leveraging a multitude of graphics effects anyway, performance is more vital for the competitive scene.




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Pemalite said:
dahuman said:

So, here is an interesting test, DX8 is FP16 and DX9 is FP32, see if you can spot the difference.

You kinda' do need to program your games to take advantage of the new abilities a new Direct X version offers.
Counter Strike has never been excessively demanding or leveraging a multitude of graphics effects anyway, performance is more vital for the competitive scene.


Later iterations of APIs just offered more functionality like you said, it's not that FP16 creates dog shit graphics, it's that FP32 is better at certain things that would make better effects, which can also be done in FP16 and mixed in with some FP32 with better performance yet not look like it's from 2004, the question is how many people can notice the actual difference in the water and reflections at a glimpse without direct comparisons unless they are the most anal PC people? I mean I know you and I can, and maybe CGI, Soundwave, Holo and some other people on this forum(I'm not going to list all the names who are still here, you know who you are,) but outside of our anal pod, it's like "meh." I never take consoles seriously when it comes to graphics to start with, why would I start with the Switch now? lol



I don't care if Zelda BotW is using FP16 or FP32. Looks great either way

mine said:
I don't care if Zelda BotW is using FP16 or FP32. Looks great either way

Should be using mostly FP32. As the Wii U has appalling FP16 capabilities. And Zelda is a port of that.

dahuman said:

 I never take consoles seriously when it comes to graphics to start with, why would I start with the Switch now? lol

That's exactly what I think.
But, wanting more is never a bad thing either. :P



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Better to just accept that the Switch is what it is rather than keep holding out futile hope that it'll somehow get close to PS4/Xbone performance.

It offers slightly better than Wii U graphics on the go, and the same graphics with a resolution boost when docked. If that's not enough for you, then this isn't the system for you.