QUOTE(empire23 @ Mar 18 2015, 09:43 PM)
You're generally right.
Generally the use of DP or FP64 is quite limited in the sense that games do not need the precision required of a 64 bit long floating point number.
Very advanced physics packages, finite element analysis, numerical modelling, Monte Carlo simulations and Mesh simulation make up the primary users of high precision floating point math in addition to GPGPU. The only form of usable graphics that would use such precision for most rendering would be Ray-tracing (standard or recursive), and of course your usual 3D rendering packages.
As for implementation in games, you're almost always better off using multiple passes/samples/offsets of an FP32 calculation. FP64 can be used, but seriously it's rare. That's why Nvidia chose to go with a ratio that meant the GTX 980 could only churn out 100 GFLOPS where else the R9 290 could churn out 600. They decided that as a gaming centric product line they were always better off focusing on FP32.
Eh u took up being a mod again. Lol thought u were done with lyn. Generally the use of DP or FP64 is quite limited in the sense that games do not need the precision required of a 64 bit long floating point number.
Very advanced physics packages, finite element analysis, numerical modelling, Monte Carlo simulations and Mesh simulation make up the primary users of high precision floating point math in addition to GPGPU. The only form of usable graphics that would use such precision for most rendering would be Ray-tracing (standard or recursive), and of course your usual 3D rendering packages.
As for implementation in games, you're almost always better off using multiple passes/samples/offsets of an FP32 calculation. FP64 can be used, but seriously it's rare. That's why Nvidia chose to go with a ratio that meant the GTX 980 could only churn out 100 GFLOPS where else the R9 290 could churn out 600. They decided that as a gaming centric product line they were always better off focusing on FP32.
The guy got out n was dragged back in..
Thanks bro.
Mar 19 2015, 12:22 PM
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