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SvennoJ said:

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)

It's only relevent if you don't need the accuracy.
And FP32 performance MORE than doubled over the regular PS4. So only doubling FP16 is less impressive IMHO.

With that said... Polaris has a 1:1 FP16 and FP32 performance, so the benefits of using FP16 will come from general reduced memory and bandwidth overheads...
Which is in stark contrast to say... Tegra where FP16 performance is double the FP32.

What AMD has likely done is just taken a single FP16 operation and runs them on the FP32 engines... nVidia will typically combine two FP16 operatinons and runs them on the FP32 engines, but it wasn't always that way, nVidia used AMD's approach at one point.

The question remains if the Playstation 4 Pro deviates from AMD's current design and adopted something similar to nVidia's approach... If they have taken nVidia's approach, then the Playstation 4 Pro would be theoretically capable of 8.4 Teraflops of floating point performance, but that is probably unlikely.
And nor is it representative of real-world performance/expectations anyway.


As for HDR. You aren't getting confused with the latest HDR craze and HDR we had 10 years ago are you? Because the way you worded things it seems that way.

I'll state the same thing that I stated before the Playstation 4 Pro was unveiled.

4k is not going to happen on demanding AAA games, simpler games it should be more common.
This "revelation" that people think is some kind of unique amazing feat in graphics engineering isn't going to change that.



--::{PC Gaming Master Race}::--