RE: PS2 floating point

"Jacob Turner (Core Design Ltd)" <[email protected]> Fri, 28 Feb 2003 10:22:48 -0000
Newsgroups gmane.games.devel.consoles
Message-ID <[email protected]>
The one thing I do know is that on PC (don't know about GameCube) when
floating point numbers get very small it can switch to using de-normalised
mode (I think that is the term) which gives more accuracy.

I don't think the PS2 has this mode so it tends to just set everything to
0.0.

In my experience I have had it the other way i.e. PS2 is stable and fine but
PC goes wrong.

-----Original Message-----
From: Research (GameBrains) [mailto:[email protected]]
Sent: 28 February 2003 05:14
To: [email protected]
Subject: Re: [GD-Consoles] PS2 floating point


We are still looking at the problem, but it seems that calculations
resulting in small numbers are the problem.  On GameCube and PC the results
are correct but on the PS2 it's not.  Still a good possibility that there is
simply a bug in our code somewhere too :-)  The cool thing about
multi-platform development is a lot of times different hardware and
different compilers help you find bugs you would have never found
otherwsie....
Cheers,
Brett

----- Original Message ----- 
From: "J. Grant" <[email protected]>
To: <[email protected]>
Sent: Thursday, February 27, 2003 10:33 PM
Subject: Re: [GD-Consoles] PS2 floating point


> Hi Brett,
> 
> Out of interest what was the problem with your implementation?  I found
> that -fshort-double stopped some of the problems I was having with one
> issue when I tested some float stuff a while ago.  However, if the code
> is the problem then this would not solve that.
> 
> JG
> 
> Research (GameBrains) wrote:
> > Gareth,
> > Found it! (moved to chapter 8 in 6th edition).  Thank you very much!
> > Brett
> > 
> > ----- Original Message ----- 
> > From: "Gareth White" <[email protected]>
> > To: <[email protected]>
> > Cc: <[email protected]>
> > Sent: Thursday, February 27, 2003 2:49 PM
> > Subject: Re: [GD-Consoles] PS2 floating point
> > 
> > 
> >> 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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