Hi there,
i've some questions about compression tricks in mind.
Because trying those all is a lot of work i'd like to hear anything from people who already have some experience.
I'm using OpenCL on GPU, but API should not matter here.
1. E.g i have a normal in xyz and a radius in w component of a vec4, but now i want a cone angle too. I see those options:
Either convert the normal to spherical coords so needing only two values.
Or pack two half floats in the last component.
Or create another buffer or tex to store the additional stuff.
Is there an answer like 'mostly option 2 is the fastest way, because trig is slow',
Or is it more like 'it totally depends on usecase'?
2. I do GI and cover the geometry with samples at 10x10cm resolution.
Can i expect using half floats for everything (position, direction, color...)
should be accurate enough for a 1km game world?
Is this usually done only for memory savings or can it help / hurt performance too?