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Development Thread
 Testers wanted: float conversion fixes
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Development Thread
 Testers wanted: float conversion fixes
02-15-2014, 06:02 PM
#1
flacs
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Bug 
phire and I have cooked up a few patches that correct how Dolphin converts between different floating-point formats. Previously, converting single->double->single would not always yield the original value which broke games that use floating-point instructions for copying arbitrary data. This was also the reason why adding support for non-IEEE mode broke so many games.

Please test the following Dolphin version:
Windows 64 bits | Windows 32 bits | Mac
Linux: no package available, please see https://code.google.com/p/dolphin-emu/wiki/Linux_Build
anything ARM: not impacted

Some ideas of what to test (but any feedback is welcome):
- Please report anything that breaks compared to the version on which this branch is based.
- At least all the bugs referenced in the non-IEEE mode master issue should be fixed (probably older ones too, please report if you find any).
- Try different PPC emulation backends (JIT recompiler, JIT IL recompiler, interpreter).
- Run on different physical CPUs with different SSE/AVX support.

Note: A slight slowdown (< 10%) is to be expected. Rest assured that we have already made compromises for increased performance.
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02-20-2014, 12:17 PM
#2
quinneypoo Offline
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Wow 10% performance hit is huge, can you make this an option in settings? Or is that not an option?
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02-20-2014, 12:57 PM
#3
ExtremeDude2 Offline
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Did you test it?
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02-20-2014, 10:16 PM
#4
neobrain Offline
"Wow, I made my code 1000x faster! That means I can make it 2048x slower now!"
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(02-20-2014, 12:17 PM)quinneypoo Wrote: Wow 10% performance hit is huge, can you make this an option in settings?
No.
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02-21-2014, 12:07 PM
#5
quinneypoo Offline
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(02-20-2014, 10:16 PM)neobrain Wrote:
(02-20-2014, 12:17 PM)quinneypoo Wrote: Wow 10% performance hit is huge, can you make this an option in settings?
No.

Is there a technical reason why? Or you just don't want another option in Dolphin?
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02-21-2014, 12:40 PM
#6
delroth Offline
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Yes: the old behavior is objectively wrong.
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<@neobrain> that looks sophisticated enough to not be a totally dumb thing to do
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02-22-2014, 09:00 AM
#7
Silanda Offline
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I can't say I've tested it much but this fixes the Sonic Unleashed loading problems with no additional problems noted in anything I've thrown at it so far.
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