Frame buffer resolution with high resolution textures ?

When using 16 or 32 bits per component textures, what is the frame buffer resolution ?
I believe that all computations are now done in IEEE 32 bit floating point per component but what about the resolution used to store pixels in the frame buffer ?

Originally posted by totof:
When using 16 or 32 bits per component textures, what is the frame buffer resolution ?
I believe that all computations are now done in IEEE 32 bit floating point per component but what about the resolution used to store pixels in the frame buffer ?

  1. Texture resolution shouldnt be dependent on the framebuffer, unless you are talking about some particular hardware that will convert 32 bpp textures to 16 when framebuffer is 16bpp.

  2. There is nothing that says everything must be done in IEEE FP32. You can control the precision in fragment programs, 16 bpp, 24bpp, 32 bpp floats. The 16 bpp is not part of any IEEE standard.

  3. Which framebuffer?

You can read about float buffers at nvidia or ATI. I think that’s what you are interested in.

In general, everything is moving away from fixed point to float in 3D graphics.
Probably the front frame buffer will remain at fixed point.