Float16 isn't a "legacy" format to Float32 much in the same way that
unsigned int16 isn't a "legacy" format to unsigned int32.

Float16 is a mandatorily supported format in OpenGL ES 3.0 textures and
vertex attributes.

If more precision than byte is required, but less than float32 precision is
acceptable, benefits include all of:

   - Using half as much network bandwidth
   - Using half as much RAM
   - Getting half as many GPU cache misses
   - Using half as much GPU upload bandwidth
   - Using half as much GPU download bandwidth
   - Using half as much VRAM
   - Using half as much GPU vertex streaming bandwidth
   - Using half as much texel lookup bandwidth
   - Using half as much fillrate
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