time.time() strangeness

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  • Nitro

    time.time() strangeness

    Ok, my final solution is to add the D3DCREATE_FPU_P RESERVE flag. It didn't
    harm performance in a noticeable way at all. I was under the impression
    SSE would be affected by this, too. Additionally I was under the
    impression that float precision would suffice for time.time(). Obviously I
    was blatantly wrong :-)
    Thanks to Gabriel, Ross and Roel for commenting on this and sharing their
    insights!

    They should really make the fpu preserve flag the default. It just causes
    very sneaky bugs.

    -Matthias
  • Roel Schroeven

    #2
    Re: time.time() strangeness

    Nitro schreef:
    Ok, my final solution is to add the D3DCREATE_FPU_P RESERVE flag. It didn't
    harm performance in a noticeable way at all. I was under the impression
    SSE would be affected by this, too. Additionally I was under the
    impression that float precision would suffice for time.time(). Obviously I
    was blatantly wrong :-)
    Float precision might even be enough but DirectX (without the flag)
    switches to even lower precision than that; only 22 bits IIRC.
    They should really make the fpu preserve flag the default. It just causes
    very sneaky bugs.
    Absolutely.


    Cheers,
    Roel

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    • Ross Ridge

      #3
      Re: time.time() strangeness

      Nitro <nitro@dr-code.orgwrote:
      >They should really make the fpu preserve flag the default. It just causes
      >very sneaky bugs.
      They did in Direct3D 10, which doesn't change the flags. It's too late
      to change the behaviour Direct3D 9 which was created a time where changing
      FPU precision could have an effect on low end configurations.

      Ross Ridge

      --
      l/ // Ross Ridge -- The Great HTMU
      [oo][oo] rridge@csclub.u waterloo.ca
      -()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
      db //

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