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Old April 15th, 2008   #867 (permalink)
refraction
PCSX2 Coder
 
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Join Date: Jan 2004
Location: Plymouth, UK
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Quote:
Originally Posted by echosierra View Post
Last relevant post was about the ps2's non-standard fpu.

Are the fpu differences just a matter of bit width? I know the ps2's fpu does some funky clamping for values that cause overflow/underflow, but it seems kinda strange that some games (Metal Gear) would be so sensitive to the inaccuracies that gameplay would be impacted.

Is there publicly available documentation on the specifics of the ps2's fpu?
Finally, something in the emulator that I understand
not sure if theres anything publicly available, but youd be right. the PS2's FPU (more specifically the vector units) have strange value rounding, they dont support positive or negative infinities, nor do they allow NaN values.

doing this on a chip which does account for positive/negative infinities, controls NaN's and has multiple rounding modes, its quite difficult! ;p
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