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Poster | Thread | Hammer
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Re: PS3, Wii, XBox: The Neverending Story, Part 5 Posted on 31-Mar-2009 3:43:31
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Elite Member |
Joined: 9-Mar-2003 Posts: 5858
From: Australia | | |
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| @MikeB
Quote:
Why care about its naming?
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For technical reasons.
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The end result is what matters or not?
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As they say, “there’s many ways to skin a cat”.
It’s a trade-off between pixel shader, ROP units, bandwidth and storage resources. Quote:
Most games use FP16 render targets: this is the most straightforward and simple way to do it, quality is also very good, though unfortunately FP16 render targets require a lot of memory and bandwidth: every pixel needs 8 bytes in video ram to store its color data. (SNIP)
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The integer method requires additional pixel shader cycles and ALUs.
Last edited by Hammer on 31-Mar-2009 at 07:58 AM. Last edited by Hammer on 31-Mar-2009 at 03:53 AM.
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