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Fixed point uses a lot less power though, and many use cases are effectively power limited rather than functional-unit limited, since if you really do fill all functional units on every cycle you'll soon need to throttle back your clock speed...

Perhaps a good example of that is video encoding, which is mostly fixed point, despite it looking like a pretty close fit for floating point maths.



A very good point. My worldview of performance is highly biased towards “full steam ahead” desktop graphics.

Video encoding is a bit of a special case though because the common algorithms are carefully designed for hardware acceleration. For most rendering, it doesn’t make sense to go out of your way to avoid the FPU.




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