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Pemalite said:

nVidia's Tegra has full FP16 support.
You do realise it is actually a type of "flop" right? Flop is an acronym for FLoating-point Operations Per Second.
The flops you typically run around sprouting is FP32 or Single Precision. FP16 is the same as your regular flops, just the numbers used are smaller, so you don't get the same degree of accuracy in your calculations.
You also have double precision and more as well.

And yes I have an idea of what Sony has done. They are using PC derived technology as a basis, which from there we can build an idea of the Playstation's capabilities, such as half precision floating point performance.


Now the game that digital foundry tested, which took advantage of fp16 has a ton of caveats.
Yes it is rendered at 4k, 60fps. But it does so by using pre-calculated/baked lighting, shadowing and other details and faster, but less precise fp16, the game is simple. It's not a big AAA release... Even before the Playstation 4 Pro released I stated this would be possible for simpler titles. (Again. I was right.)


Now you are probably wondering... How does fp16 affect things? Well, in mobile, loading up the fp16 units over fp32 will typically save you power.
On PC this has typically been less of an issue in the modern era where FP32 is preferred.
However... If you actually paid attention to GPU's over the years you would have noticed the various times that AMD, nVidia, Microsoft and Games have dabbled in fp16.

In older games when doing HDR rendering (Not to be confused with this latest craze of HDR) each render targets channel is rendered at a 16-bit floating point value or fp16.
Now a render target is a buffer where the video card draws pixels for a scene that is being rendered by an Effect Class, now you can imagine the complications of having pixels drawn in 16-bit rather than 32-bit right?
So a FP16 render target will use 16×4 = 64bit for each texel.

What happens is you are getting less precision in your colours, gradients, everything.

Basically you are sacrificing graphics quality for speed. Not much of a drama for a simple game being showed here by digital foundry where you don't see assets zoomed up near the camera.

Again, the fact that the Playstation 4 Pro supports FP16 is not some amazing revelation that will change the landscape, it wasn't some kind of "secret sauce" that gives it some strange amazing new capability never seen before, I'm sorry if that was ever your assumption.
This was almost expected as AMD in recent years had added support at the hardware level for it, it's only natural for a device that uses PC-derived technology to take advantage of that, don't you think?

This isn't some kind of anti-sony hate train, this is reality of what we are dealing with here.

Isn't the relevant part here that
it's possible to complete two 16-bit floating point operations in the time taken to complete one on the base PS4 hardware.
They're not talking about replacing fp32 with fp16, it's fp16 on both.

If a game is designed with fp16 precision I doubt you'll notice the difference. fp32 is of course better now HDR can actually be displayed. Next choice to make, 4k 60fps non HDR, or 4K 30fps with HDR. (The difference is probably not that big, no clue)