[Mono-dev] Weird performance problems possibly due to floats and precision issues?

Rodrigo Kumpera kumpera at gmail.com
Thu Sep 22 07:35:44 EDT 2011


On Thu, Sep 22, 2011 at 4:16 AM, noisecrime <noise at noisecrime.com> wrote:

>
> Rodrigo Kumpera wrote:
> >
> > Hi,
> >
> > Are you on 32 or 64 bits? Our FP code is quite different on those two.
> > Can you have a run on .NET without the added denormal hack? We strike to
> > be as compatible as possible, specially when it comes to numerical
> > stability
> > and output.
> >
>
> I'm on a 64bit machine using 64bit windows, but the application (Unity is
> running in 32bit mode).
>
> How would I run it on .NET? As mentioned this is being used in Unity 3D.
>
> Do you mean create a MSV2010 .NET project and use the code there? If so
> then
> unfortunately i'm not in a position to do that as my experience with C# is
> limited to Unity and i'm a bit too tied up with client work at present to
> port it over. I'll try and have a look at doing so at some point, as it
> would be an interesting comparison but can't give any definitive timeline.
>
>
Sorry, I didn't pick up the part that you're using Unity. Things are working
for you now,
which is important. If you manage to get time to test it on MS it would be
very helpful
to identify if we have any sort of precision issues.
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