by edward850 » Sun Nov 16, 2014 11:02 pm
I did notice that ZDoom in 64bit is being compiled with SSE apparently switched off (I can't find any set compiler flag, which is interesting, but DISABLE_SSE is defined which affects the internal node builder). If it really does change the result of floats, I might need to do some testing with large explosions and the like, as that and vectors are another key place where floats are used.
None of it seems dramatically different to be actually making a difference, though. Although I haven't tested GZDoom yet between systems, which might need to be done if float precision was changed (which might manifest problems between CPUs alone).
Problem is, if any more problems arise, while explosions and other radius collection functions could be fixed by using long integer math, like slopes, I have no idea what could possibly be done with vectors. Especially, if anybody wants to increase the available map size space anytime soon.
I did notice that ZDoom in 64bit is being compiled with SSE apparently switched off (I can't find any set compiler flag, which is interesting, but DISABLE_SSE is defined which affects the internal node builder). If it really does change the result of floats, I might need to do some testing with large explosions and the like, as that and vectors are another key place where floats are used.
None of it seems dramatically different to be actually making a difference, though. Although I haven't tested GZDoom yet between systems, which might need to be done if float precision was changed (which might manifest problems between CPUs alone).
Problem is, if any more problems arise, while explosions and other radius collection functions could be fixed by using long integer math, like slopes, I have no idea what could possibly be done with vectors. Especially, if anybody wants to increase the available map size space anytime soon.