Dave Parker wrote: > On May 21, 7:01 pm, Carl Banks <[EMAIL PROTECTED]> 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? > > 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.
First of all - calling the PS3 technologically behind the WII (that is on par with the PS2 wrt to it's computational power) is preposterous. And that put aside, I don't get why a discussion about single or double precision floats that SHARE THE SAME ROUNDING BEHAVIOR - just in different scales - has to do with automatically adapting calculations to higher precision numbers such as decimals or any other arbitrary precision number format. Diez -- http://mail.python.org/mailman/listinfo/python-list