Are 16 and 24 bit z-buffer modes really necessary? I was thinking all that was necessary to have hardware support for was D32FS32F.
Also, why didn't they get rid of the RGB10A2, R11G11B10, and RGBA8?
FP16, FP24, and FP32 are enough, aren't they? I know that using FP16 for a DX7 game would be a lot slower, but DX11 HW has the horsepower for it, right?
They know better than I do though, so maybe it really is necessary to have the lower precision modes.
Also, why didn't they get rid of the RGB10A2, R11G11B10, and RGBA8?
FP16, FP24, and FP32 are enough, aren't they? I know that using FP16 for a DX7 game would be a lot slower, but DX11 HW has the horsepower for it, right?
They know better than I do though, so maybe it really is necessary to have the lower precision modes.