Re: PS2 floating point

"Gareth White" <[email protected]> Thu, 27 Feb 2003 17:19:22 +1030
Newsgroups gmane.games.devel.consoles
Organization Ratbag Games
Message-ID <01d501c2de2c$5c760180$5b00a8c0@GWhite>
There are indeed subtle differences between the PS2 and the IEEE implementation.

Try the 'EE Core User's Manual' (2nd Edition), Page 77, Chapter 4
'Floating-Point Unit (FPU)', section 4.8 'IEEE 754 Compatability'

Cheers.

---
Gareth White - Engine Programmer - Ratbag Pty Ltd
Level 8, 63 Pirie Street, Adelaide, SA, Australia, 5000
Ph: +61 8 8223 5830, Fax: +61 8 8223 5746, Mob: 0403 942668
http://www.ratbaggames.com/

----- Original Message -----
From: "Research (GameBrains)" <[email protected]>
To: <[email protected]>
Sent: Thursday, February 27, 2003 4:46 PM
Subject: [GD-Consoles] PS2 floating point


Hello,
Our physics engine is experiencing some odd behavior on the PS2.  We traced it
to our resting contact force calculation where sometimes it seems the result is
not quite right, but it works fine on other platforms.  I don't know if it's an
urban legend or what, but I have heard that the PS2 has some quirks with regard
to floating point numbers and so I thought I would just ask and see if this is
something I need to look at or not.  If so, what are the differences between the
PS2 IEEE implementation and is there a doc describing them?
Thanks,
Brett


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