Quote:Original post by blaze02Quote:Original post by ProphecyEye
You could possibly do some parallel processing with a single CPU that supports sse2:
http://www.gamedev.net/reference/articles/article1987.asp
Also, if you don't need the precision, I would use floats instead of doubles. Doing so can allow you to do 4 floating point operations at once. It's also just less data to move around not to mention 32bit cpus generally like 32bit vars.
It would be less data to move around, but 32 bit cpus don't execute anything with floats. They let the FPU handle that. And the FPU converts both 32bit and 64bit floats to 80bit floats before calculating anything. And what are you talking about (floats) would allow 4 floating point operations at once? I don't think the FPU knows how to do that.
I heard this a year ago and thought that the performance difference between floats and doubles would be almost non-existant because of this After seeing some benchmarks between floats and doubles my friend did with one of his projects though, I was shocked to find a huge difference. I don't know my x86 cpus well enough to know why there is such a big difference, I only know that there is one and it's well worth taking advantage of if possible.
If I were to guess though I would imagine it partly has to do with moving half the data around to/from memory and partly to do with compilers getting smart enough to generate SSE instructions for float calculations.