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Session Name:

FP16 Shaders in Frostbite


This talk describes how Frostbite implemented multi platform 16 bit type (FP16) support for shaders in order to increase shader performance, especially on mobile. 16 bit shader types like half and short have advantages over 32 bit types, like occupancy and ALU performance. However, converting shaders to take advantage of half precision types is often not a straightforward process, in particular when accounting for platform and driver quirks. nnThis talk will cover the process of creating Frostbite's FP16 API, which enables shader programmers to write FP16 shaders while the tools bridge the platform gaps under the hood. The talk will also explain the rationale behind embracing FP16 in our shaders, the various challenges and quirks of FP16 in different platforms, and how we worked around them, and, finally, it concludes by presenting some of our performance and visual results on various console and mobile platforms.

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