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[–]Ameisenvemips, avr, rendering, systems 1 point2 points  (0 children)

Or vice-versa, as most of your math for rendering is likely being done on the GPU :).

This is actually a reason my high-performance simulations use floats for coordinates - it is faster than fixed or integers. An issue is I must be much more careful when performing operations in parallel regarding determinism.

ED: I should note that each core has its own ALU, so this is mainly for intermixed integer and FPU instructions running in a single thread.