what is double precision useful for?

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Throckmorton

Lifer
Aug 23, 2007
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32 bit is single because it could be written as one word on a 32-bit processor.

Double performance doesn't impact games because the number format is specified in the code and pretty much all games choose single precision floats because of the performance difference. I think this is a good idea because the difference in quality of the calculations is very minimal but single precision allows the programmers to add a greater quantity of effects.

Also keep in mind that single has 24 bits of precision while monitors have 8 bits per channel or sometimes 10 bits. So the "errors" as you call them, or the rounding, still rarely impacts the final result.

I thought this was about position of 3D elements, rather than color
 

Wall Street

Senior member
Mar 28, 2012
691
44
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I thought this was about position of 3D elements, rather than color

Shaders are usually concerned with computing the color of pixels. The rasterizer and z-buffers calculate the positions of the 3D objects but are not what is ring discussed here.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,958
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except only the voodoo1/2 cards had 16 bit w-buffer support as well and that is what unreal 1's glide renderer used.
Yes, I'd forgotten about the extended z buffer format.

they also used power VR's proprietary API iirc.
They used a lot of "metal APIs" but none had any visible depth advantages compared to running 32 bit Direct3D/OpenGL when it was later patched into the game.

and matrix path of neo and serious sam 2.
I take this is your way of retracting your statement "DX doesn't support wide open areas"?

games no longer use 16 bit formats for a reason, so what makes you think 24 bit formats will be used forever? just wondering
You don't need DP to represent >24bit Z buffers.

except if someone wants to replicate a 32 bit int z-buffer in software/compute, then 32 bit float precision wont be enough.:)
You appear to be confusing terms. Also the Voodoo's "FP16" depth doesn't need DP to represent it.
 

Exophase

Diamond Member
Apr 19, 2012
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games no longer use 16 bit formats for a reason, so what makes you think 24 bit formats will be used forever? just wondering:)

Did not say 24-bit, merely said there isn't a demand for 32-bit integer depth. In other words, 32-bit float depth is sufficient.
 

Anarchist420

Diamond Member
Feb 13, 2010
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You don't need DP to represent >24bit Z buffers.
You appear to be confusing terms. Also the Voodoo's "FP16" depth doesn't need DP to represent it.
I never said that the Voodoo's FP16 depth needed DP to represent it (whatever that means). But I dont see how one can replicate (i.e., simulate with 100% accuracy) a 32 bit fixed point z-buffer with 32 bit float precision.

I take this is your way of retracting your statement "DX doesn't support wide open areas"?
maybe, but 32 bit integer z-buffers are the best w-buffer substitute.