alex at weej.com
Thu Jul 30 08:39:38 UTC 2015
Everything you mentioned, apart from computational savings AFAIK.
(Half is used extensively in the visual effects industry.)
On Thursday, 30 July 2015, Sebastian Markbåge <sebastian at calyptus.eu> wrote:
> On Wed, Jul 29, 2015 at 4:05 PM, Alexander Jones <alex at weej.com
>> In case it's not obvious, faster DMA and larger buffer/texture capacity
>> vs. float32. Many applications benefit hugely from having floating point
>> data but certainly do not need float32's range and precision - for those,
>> half/float16 is a great choice.
> It is not obvious exactly what part you're targeting. E.g. Is it texture
> transfer over the network that is the biggest saving? Is it
> transfer/conversion cost to GPU memory? Is it computational complexity in
> the shader? Is it the fact that you can fit more data into GPU memory, i.e.
> you run out of space later?
> Just because it is in the OpenGL spec doesn't mean that it is actually
> useful on modern hardware since implementations theoretically are free to
> expand it to full float. Maybe they don't, I don't know. That's my question.
> It also the open question, if this is used in practice? E.g. float64 for
> SIMD was deemed as not important.
> So, no, it is not obvious to some of us that are not continuously in this
> world, and my question hasn't been answered. I think it is plausible and I
> would like to help out, but we need to clarify exactly where this is a
> benefit and why that benefit isn't going away.
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