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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