-
-
Notifications
You must be signed in to change notification settings - Fork 103
Reduce floating point precision #1572
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: develop
Are you sure you want to change the base?
Conversation
Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This just needs testing. No idea about consequences.
with nightly from this pull request we've experienced 6 crashes so far, while 4 of them are sudden quit that didn't generate anything other than debug.log. Uploaded these logs here, not sure if it's related to the floating point change Version: MO 3.3.6 + edits for new Phobos logic testing |
I am simply asking about which /fp option to use. As far as I know, there are not a great many FP operations in the current Phobos. However, if someone intends to rewrite some low level features, it could be an important factor. Although I've been using this option over the last 2 years, I'm not sure about its potential risks. Therefore, I am raising this question in advance to see if anyone has an answer. Before that, just hold this for a while. I compiled ddraw with avx and /fp:fast to take some advantage of simd operations, yet the effect is limited because of its narrow application scope.
Alphaimage/blitter crashes should already be present before |
I did few games against AI and didn't encounter any crashes. Also tried MO and no crashes either (although i will still try to play the campaign more). |
Had this graphical problem when loading a MO campaign save. It fixed itself only when i loaded the game again. Not sure if it's related to ddraw i'm using or because of this build. |
Do you really need that precision?