Bug in floating-point addition: is anyone else seeing this?
Carl Banks
pavlovevidence at gmail.com
Thu May 22 00:22:29 EDT 2008
On May 21, 11:27 pm, Dave Parker <davepar... at flamingthunder.com>
wrote:
> On May 21, 7:01 pm, Carl Banks <pavlovevide... at gmail.com> wrote:
>
> > The crucial thing is not to slow down the calculations with useless
> > bells and whistles.
>
> Are you running your simulations on a system that does or does not
> support the "useless bell and whistle" of correct rounding? If not,
> how do you prevent regression towards 0?
The "useless bell and whistle" is switching to multiprecision.
I'm not sure whether our hardware has a rounding bias or not but I
doubt it would matter if it did.
> For example, one of the things that caused the PS3 to be in 3rd place
> behind the Wii and XBox 360 is that to save a cycle or two, the PS3
> cell core does not support rounding of single precision results -- it
> truncates them towards 0. That led to horrible single-pixel errors in
> the early demos I saw, which in term helped contribute to game release
> delays, which has turned into a major disappointment for Sony.
And you believe that automatically detecting rounding errors and
switching to multi-precision in software would have saved Sony all
this?
Carl Banks
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