By using this site, you agree to our Privacy Policy and our Terms of Use. Close
walsufnir said:
Zkuq said:
I'm no expert on graphics or game programming, but I'm under the impression that there's quite a limited range of situations where half-precision FP numbers are usable. Any experts capable of shedding some light on this? How much of a boost does FP16 give over FP32 without too much noticeable degradation in image quality (or other areas) in a typical modern game?

It isn't really faster just because you lose precision. It *could* be faster if

a) the algorithm or the computation doesn't need to be fp32 in all cases and

b) the hardware can store and use two 16 bit floating point numbers in the same time it would store and use one fp32.

Everyone is free to use fp16 right now but there is no real benefit for that.

I'm familiar with that much, and my question was more about the end result (i.e. the game). Thanks anyway.