mˈaɪkɹəsˌɑːfts dˈiː θɹˈiː dˈiː nˈaɪn ʃˈeɪdɚ mˈɑːdəl tˈuː.zˈiəɹoʊ ɡɹˈæfɪks ˌeɪpˌiːˈaɪ ɪnˈɪʃəli səpˈoːɹɾᵻd bˈoʊθ ˌɛfpˈiː twˈɛnti fˈoːɹ æz ɪn ˌeɪtˌiːˈaɪz ˈɑːɹ θɹˈiːhˈʌndɹɪd tʃˈɪp ænd ˌɛfpˈiː θˈɜːɾi tˈuː æz ɪn ˈɛnvˈɪdiəz ˌɛnvˈiː θˈɜːɾi tʃˈɪp æz "fˈʊl pɹɪsˈɪʒən", æz wˈɛl æz ˌɛfpˈiː sˈɪkstiːn æz "pˈɑːɹʃəl pɹɪsˈɪʒən" fɔːɹ vˈɜːtɛks ænd pˈɪksəl ʃˈeɪdɚ kˌælkjʊlˈeɪʃənz pɚfˈɔːɹmd baɪ ðə ɡɹˈæfɪks hˈɑːɹdwɛɹ.
Microsoft's D3D9 (Shader Model 2.0) graphics API initially supported both FP24 (as in ATI's R300 chip) and FP32 (as in Nvidia's NV30 chip) as "Full Precision", as well as FP16 as "Partial Precision" for vertex and pixel shader calculations performed by the graphics hardware.