ENBSeriesNormally i would say to go with the 32bit approach but that's not a step forward, go with 64bit and alpha even though my system will suffer.
EditSomething i am reading from
http://forum.devmaster.net/ :
"Glowmaps don't need to use the same resolution as the window. It's best if you use a much lower resolution, typically in the range 64x64 to 256x256. At these lower resolutions, you don't need to use a large blurring kernel, which means you sample fewer pixels and thus improve performance. Glowmaps also don't need a whole lot of detail, so using a lower texture resolution is not that noticable."
"High resolution glowmap (1024x1024) . To compensate for using a high resolution, you need to increase the kernel size to 30 - 40 pixels, which would significantly impact performance. One workaround for using such higher resolutions is to use a blur scale. When scaling the blur, you continue to sample with a 10 pixel blur kernel, but at each iteration you jump X number of pixels (called the blur scale). This will simulate using a larger kernel, but image quality will suffer if you use a large enough scale. You need to find the right balance, or simply stick to using a smaller resolution."
Very interesting for me, and yeah i think i heard Boris saying that first paragraph to people asking for higher resolutions about a year ago.