Why does everyone think floating point processes couldn't be good for games? Every vertex calculation is done via floating point math. More processing power = more vertices = more complicated objects on the screen. Textures don't benefit much from it, but if you have super detailed objects, you wouldn't need to worry about mip-mapping and all the tricks to make textures stand out. You could bump up the polygon count and focus on detail that way. Amazingly, OpenGL is good for this type of thing where DirectX focuses more on texture processing. I will only assume Microsoft will shun this as useless unless it catches on fast and they have no choice but to accept. Unfortunately, power means price right now and until this power becomes affordable, it looks like we will have to settle with "tricks of the eye" to make things look real.
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Why does everyone think floating point processes couldn't be good for games? Every vertex calculation is done via floating point math. More processing power = more vertices = more complicated objects on the screen. Textures don't benefit much from it, but if you have super detailed objects, you wouldn't need to worry about mip-mapping and all the tricks to make textures stand out. You could bump up the polygon count and focus on detail that way. Amazingly, OpenGL is good for this type of thing where DirectX focuses more on texture processing. I will only assume Microsoft will shun this as useless unless it catches on fast and they have no choice but to accept. Unfortunately, power means price right now and until this power becomes affordable, it looks like we will have to settle with "tricks of the eye" to make things look real.