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I'm not sure that meshes with my understanding. Do you have any links you can share? Or maybe we're talking past each other - bandwidth and interpolation requ
by kimixa 2y ago
I'm not sure that meshes with my understanding.
Do you have any links you can share?
Or maybe we're talking past each other - bandwidth and interpolation requirements mean that lower precision does tend to be faster - even on nvidia. unorm8 is often the quoted "texels/second" precision, as to this day rgb888 is the "most common" texture format in games/apps/desktop environments. I think GCN had fp16/int16 at 1/2 that (I think RDNA increased that to 1/1), fp32/int32 at 1/4 and fp64 at 1/8. But that's pretty much the same as nvidia's texture filtering rates, abut I don't think there's a "hard cap" or internal limit of fp16 precision?