Git Product home page Git Product logo

Comments (3)

EtienneBruines avatar EtienneBruines commented on September 14, 2024

I believe the main rationale behind it was:

Everything that touches the GPU tends to be float32 because its accuracy is "good enough" whilst needing only half the memory bandwidth. This means moving things from RAM into the GPU becomes way cheaper.

When you then want to multiply dt within your Update function with something (a coordinate, for example), it's easier if everything is float32 rather than converting to float64 first.


Whether this should stay or not: I don't know. I'm not familiar enough with game development. But that was the rationale 6-8 years ago.


Guesstimating here: when running on let's say 144 FPS, that is about one frame every 0.007 seconds. For the dt to be able to distinguish between that, it needs three digits of "accuracy". For float32 that leaves roughly 4 digits of accuracy before the decimal. Meaning loss of accuracy after about 3 hours of gaming (9999 seconds). One might argue that float64 makes more sense.

from ecs.

niko-dunixi avatar niko-dunixi commented on September 14, 2024

Do you think this is something that maybe should be part of the Roadmap to v1.1? If nothing else, we could perhaps create benchmarks around measuring systems consuming float32 and then re-benchmark with float64? I once heard, anecdotally, from a C++ developer that a 64 bit processor handles 64 bit lengthed primitives more efficiently because it doesn't need to perform two read or write operations and instead only performs one. That was over ten years ago though, and I never had the opportunity to test that, it could be false.

I would not mind creating that benchmark. I could probably create a contrived example, but what but what would you expect a system that needs to be performance tested to look like?

from ecs.

Noofbiz avatar Noofbiz commented on September 14, 2024

The rationale is exactly as @EtienneBruines said: since the GPU only uses float32, we just kept everything in float32. My thought there is, if you can only position things with float32 accuracy anyway, why bother working with higher accuracy float64 only to end up converting it to a float32 for things like Position, Width, etc anyway. If time were a float64, you'd end up with systems where you'd have to convert it to float32 every time anyway. What's the point of having dt float64 if I have to do var dx = speed * float32(dt) every time I use it anyway.

That said, I could see the advantages of keeping everything (Position, etc) as float64s and only converting before sending to the GPU. At higher frame rates, the better accuracy could really be worth it, and if it benchmarks better then that's even better. I'd be for adding it to the roadmap.

from ecs.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.