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RoyCHill

my concept - the importance of using floating point

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A computer game should take advantage of using floating point numbers because the over use of integer numbers may actually overload the CPU for math processing with the FPU potion can be used for math processing. Feedback please. What do you guys think? Let me start on why. A small computer game will never really see a performance hit but all the new mathemathics and physics used now probably is expected to go to a special module to take care of the processing, but maybe those modules are not really needed because the processors already have a portion of that ability inside of their MMX,SSE, and FPU processing.

thanks.

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You are too concerned about trivial things like this. If you are pushing a machine that hard, there are more likely other ways to improve performance. Besides, any sort of gain would be negligible.

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MMX and SSE registers can be used for integer processing btw, not just floating points. But your primary concern should be about using the right data format for the right job, as opposed to doing premature optimisations.

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A final word of warning: There is so much mis-information and downright lies in internet forums about optimisation techniques, that imho it is best to assume that every forum post is full of mis-information and lies. The only way to know if something is true or not is to verify it in a profiler.....

Profiled it. You're right, the final method you proposed gave me a 200x performance boost. Thanks!

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This is true in as much as its obviously a perf-gain if you can keep all the various execution resources as busy as possible. One of the reasons that Quake, and later, Unreal, were able to do things that no one else was doing in software rendering was that they kept the Pentium's U and V pipe both pretty busy, along with MMX where available.

Conceptually, this is easy, but in practice it is very hard -- it requires a knowledge of instructions and compilers that most people don't have, and with out-of-order execution, wider super-scalar architectures, operation fusion techniques, and different issue/resolve latencies for each instruction, its basically impossible for a human to accomplish at anything more finely-grained than, say, the major execution units: load/store, integer, FPU (simple and complex), and SIMD.

Yes, highly performant code should be aware of these things, but no, this is no epiphany that you've bestowed upon the world.

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After reading RobTheBloke's post I'm a bit confused. I think he is joking but is Ravyne joking? Is there any truth in what GoofProg.F says? It seems like no one takes him serious.

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