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Shaders; fixed, half or float for PC?
Does anyone know if there is any performance difference at all when using different floating point formats in shader, when targeting PC GPU, assuming there is no conversion, so lets say we use only halfs instead of floats. Some basic understanding of gpu would suggest that performance would only increase in case of swizzling. Did anyone do any actual tests?
Answer by jenci1990 · Jan 02, 2015 at 12:00 PM
I'm not sure that actually answers the question, does it?
Already been there, says nothing about why would you use this on a PC GPU which has 32 bit vector registers.
@ Tanoshimi, you are right, I'm actually searching for something that would describe what actually happens on NON-mobile gpus.
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