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#rpcs3#floating-point#x86

Why Intel and AMD couldn't play LittleBigPlanet together

Whatcookie

28K subscribers • 3 videos on Hallway

YouTube
  • Recommended by 2 people: 1 on Lobsters and 1 in engineering communities.

Intermediate. Assumes working knowledge.

281K views11 months ago2 recommendations

Systems programmingHardwarePerformance and optimizationCPUs and computer architectureMath for programmers

An explanation of how floating-point inaccuracies between Intel and AMD CPUs broke multiplayer in the RPCS3 emulator and how it was fixed.

To learn for free on Brilliant, go to brilliant.org/Whatcookie/ . You’ll also get 20% off an annual premium subscription. Another video documenting discoveries made during RPCS3's development for you guys. This video covers floating point inaccuracies between Intel and AMD that were impacting LittleBigPlanet multiplayer, explains how it was made accurate, and then explains how we optimized that accurate code. Now, watch the video. My links: twitter.com/whatcookie Support the channel: youtube.com/channel/UCop6aovOTLqHsw2IgrRgYTQ/join This video was sponsored by Brilliant

Why it's here

2 people recommend this

What people say. Recommended as an explanation of how different CPUs can produce different floating-point results for the same instructions.

u/Seubmarinein r/rust • Recommends

On “I built a no_std-friendly fixed-point vector kernel in Rust to avoid floating-point nondeterminism. (Posting this on behalf of my friend)”

It doesn't feel like AI, and what he said is true. Different cpu but with the same instructions, doesn't have to output the same result when taking floating point into account. link to this video

juliethefoxcoonon Lobsters • Recommends

Why Intel and AMD couldn't play LittleBigPlanet together