This is sort of a continuation of this thread: http://www.gamedev.net/topic/660629-procedural-planet-gpu-normal-map-artifacts/ which details the problem of running out of precision when generating normal maps on the GPU for procedural planets and ending up with noisy artifacts at high subdivision levels (>15):

In the original thread linked above Ysaneya stated that double precision GPU emulation (storing the high and low parts of the "emulated" double as separate floats) was the solution that he used in the I-Novae engine which I attempted to use and implemented double precision emulation for generating the inputs for my noise functions however I haven't seen any noticeable changes in my results. The problem is that once the positions have to be plugged into the noise functions they have to go from emulated doubles to single floats meaning that the extra precision gets lost anyway which is probably why my results don't look noticeably different; Ysaneya mentioned that this is the extent to which emulated double precision is used for I-Novae, however, and most of the noise generation is done with non-emulated arithmetic but I'm really unsure as to how this fixes the issue because as I stated it seems like the extra precision gets lost before it's plugged into the noise function anyway. After checking the rest of the maths involved in generating the normal maps I'm not quite sure where the precision issue really is and trying to pin it down has left me going in circles. Help?