| SvennoJ said: Perhaps, chroma subsampled you only need 15 bits per pixel instead of 30 for 10 bit color. If memory bandwidth is a bottleneck, saving half of it could help. All the pixels still need to be rendered though... |
Yeah, my assumption was the renderer could natively work with YUL/HSV type color, and straight up not spend render time on info it doesn't want.
Plus, given the relatively limited memory of consoles, something like this seems like it could be relevant in some cases.
(more so in the case of Xbone, but even for PS4 Pro, memory bandwidth was the least increased factor of everything)
Anyhow, I was kind of spit-balling ideas to get an understanding of other possibilities for different approaches we might see in future.













