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GribbleGrunger said:
This is interesting from Engadget:

'He's not exaggerating here either. In a demo this week, he pulled up a scene in Days Gone on two separate Pros and 4K televisions, one of them natively rendered and the other checkerboard upscaled. The images were nearly indistinguishable: The native game was slightly more saturated and the textures in the grass were clearly resolved while the checkerboard grass shimmered slightly in the breeze. However, from three or four feet away, it was nigh impossible to see a difference.'

https://www.engadget.com/2016/10/20/ps4-pro-mark-cerny-interview-hardware/

Well of course Cerny is going to toute such rhetoric. He want's to sell more devices, so he will grab as many straws as he can and run with it.

There is a difference between 4k and Checkerboard, but the difference really depends on your own eyesight, the display and of course, the developers.. It's a stop gap measure, not a replacement for true 4k.

Fei-Hung said:
Basically 4.2TF is the minimum and 8.4TF is the maximum. However, to get 8.4 you will need to make sacrifices in various departments that require heavy coding.

I see indies getting more out of it or less graphic heavy games or maybe games that don't require much physics such as destruction.

A game like Destiny that has pretty much static assets and zero destruction might be able to draw on more performance.

It can also reduce graphics quality.

Soundwave said:
This isn't really a secret breakthrough or anything. The Xbox Scorpio and even the Nintendo Switch will be able to do the same at FP16/32

Precisely.

SvennoJ said:

It's an extra improvement over ps4 which apparently couldn't do it yet
"Finally, there's better support of variables such as half-floats. To date, with the AMD architectures, a half-float would take the same internal space as a full 32-bit float. There hasn't been much advantage to using them. With Polaris though, it's possible to place two half-floats side by side in a register, which means if you're willing to mark which variables in a shader program are fine with 16-bits of storage, you can use twice as many.

But true, Nvidia tegra x1 already supported double speed fp16 and Scorpio will use Polaris as well.

Nintendo switch and PSVR can probably benefit more from it than ps4 pro and Scorpio. Lower screen res and no HDR require less precision. At 4K res and HDR you'll notice rounding errors much sooner. PS3 and 360 should have had this, bit late now.

Half Precision is irrellevent anyway. The reason why FP32 was used instead of the cheaper FP16 was because FP32 was simply superior.
In the days before fully programmable pixel shaders, you only had a few layers of multi-texturing, you could get away with inferior rounding errors.

Today with advanced water effects, reflections and refraction, bump mapping, specular highlighting and all the other advanced effects... They all demand a high degree of accuracy and precision so that they don't look horrible, FP16 is useless for this.

It's also a good way to reduce power consumption, thus it will likely be used more heavily on the Nintendo Switch than the Playstation 4 Pro, it's also used heavily in Android/iOS games.



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