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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.games,comp.sys.amiga.hardware,comp.sys.amiga.misc,comp.sys.amiga.graphics,comp.sys.amiga.programmer
- Subject: Re: FPU and games?
- Followup-To: comp.sys.amiga.games,comp.sys.amiga.hardware,comp.sys.amiga.misc,comp.sys.amiga.graphics,comp.sys.amiga.programmer
- Date: 14 Jan 1996 16:46:16 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4dbc0p$7r7@maureen.teleport.com>
- References: <4d5t1b$sbi@orca.ucd.ie> <385424638wnr@teeth.demon.co.uk> <wfblanDL5uCw.LsC@netcom.com>
- NNTP-Posting-Host: linda.teleport.com
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-
- Wells Fargo Bank (wfblan@netcom.com) wrote:
- : I have pondered this before, but wouldn't it be possible to have games that
- : render the screen (TMapped games) take advantage of the FPU. Especially on
- : an 040 or 060 where both Integer and FPU operations can be being done at the
- : same time. Is there not a formula that could convert a set point math to a
- : floating point math to have the FPU handle it. If both the Integer and FPU
- : math could be taken advantage of to handle rendering of the screen, it
- : could essentially double the rendering speed? Even and 030 w/ FPU could
- : allow for excellent TMapped rendering speeds if the FPU was utilized.
-
- I suggest that you get the 6888x timing and 040 timing information.
- A 3d engine is optimized for int operation, and minimum an fpu op on a 040
- will take 2 cycle. plus if you think the engine might do 2 operation
- per register, the fpu is 8time slower (The 68882 is totoaly out of the
- picture). And the only way you can efficiently mix float and int operation
- is if you do something like mix 2 diferent loop in one... you do not want to
- convert your type all the time its very slow.
-
- : Again, couldn't the way the math is being done be modified to use BOTH the
- : regular Integer algorith and also a FPU algorithm so that both could be
- : crunching data? Slide the decimal over and then have the FPU handle the
- : operation and slide it back when done. I am neither a master programmer
- : nor a math genius, but this seems fully possible with the math skills I
- : do have.
-
- the 040 can peak at mhz mips doing int only, but 'only' mhz/4 mflop +
- mhz/2 mips for perfect overlaped int+float.
-
- Its not that preacticale at all to mix type... what will you 3d strucxture
- be stored in? the native fpu type format is very big..... and if you want
- to do int operation on them you need to type convert.Slower access and more
- bandwidth needed.
-
- : Alex, or any other programmer... What do you say? Have you ever attempted
- : such a solution to take advantage of an FPU if it is available? Comments??
-
- maybe on a 060 the fpu unit is as fast has the int unit and the 3d
- engine can gain from it to be 'high precision', and probably more
- flexible.
-
- Stephan
-