This seems really high =/ATI Radeon X1900 426 GFLOPs
This seems really high =/ATI Radeon X1900 426 GFLOPs
Confirmed, I tried timing a large loop of interleaved, independent ADDPS and MULPS on a 3.2 GHz Prescott and on a 2.0 GHz Northwood and I get 1 instruction / cycle throughput on both.That would be great, thanks.
I stand corrected. Thanks a lot for the conclusive testing!Confirmed, I tried timing a large loop of interleaved, independent ADDPS and MULPS on a 3.2 GHz Prescott and on a 2.0 GHz Northwood and I get 1 instruction / cycle throughput on both.
Core 2 (and i7) have twice the SIMD execution unit width. Simply put, NetBurst has two multipliers and two adders, which as confirmed can work simultaneously so it can do 4 FLOPS/clock. Core 2 has four multipliers and four adders so it can do 8 FLOPS/clock.So in what ways do Core2 and Nehalem improve on P4 then in terms of floating point throughput? On the face of it it would seem a high end PentiumD should be faster in floating point than a high end C2D since they each push the same FLOPS / clock and the PD clocks higher. i know thats not the case in the real world but i'm curious as to the difference.
Core 2 (and i7) have twice the SIMD execution unit width. Simply put, NetBurst has two multipliers and two adders, which as confirmed can work simultaneously so it can do 4 FLOPS/clock. Core 2 has four multipliers and four adders so it can do 8 FLOPS/clock.
Oh, nice. Some observations:This might not be entirely on-topic but I found an interesting benchmark from SiSoft Sandra comparing CPU vs. GPGPU performance
As i gamer should i be worried about double precison performance ?
As i gamer should i be worried about double precison performance ?
Not that I think that any game is going to use doubles anytime soon, but with that said, it's easy to run out of precision on a 32bit float, so it's not like it's useless for games. You can usually work around float precision problems though.
In practice, none. Someone who would use doubles in graphics to solve a precision issue simply isn't using the range of a float optimally or uses formula's that are not robust.What kind of improvement would we see between SP vs DP in graphics?
Let's not forgot that merely seven years ago the norm was 8 bits of precision per color channel, now it's 32 bit (of which 23 are mantissa bits).
It's not the solution to making real-time graphics more lifelike, if that's what you mean. Graphical artifacts are usally a consequence of taking shortcuts in the calculations to speed things up. But when using robust unapproximated formulas one can create very realistic images with just 32-bit floats.So, improving precision can reduce bugs and virtualize a more accurate environment?
Depends on the kind of clipping you're talking about. Intersecting objects are really a collision detection / physics problem. For that there also exist robust FP32 computations, but it's relatively expensive to fully eliminate object intersection.Take clipping, for instance: is it caused by unprecise calculations?
Just lighting. It's based on the physical law of exposure.About HDRR: does it affect only lighting or other things also?
Yes, the range of today's consumer monitors is pretty poor. Pure white is typically set to a value comfortable for reading text, but for movies and games that's very low. We need a standard in which 1.0 is paper white but it can also display higher intensities.Would it be good having FP precised monitors also? (I can't believe we can see just 16M colors at max)