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Benchmarks about fpm HOT 5 OPEN

mikelankamp avatar mikelankamp commented on July 18, 2024 2
Benchmarks

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Comments (5)

MikeLankamp avatar MikeLankamp commented on July 18, 2024 2

Hi, https://github.com/MikeLankamp/fpm/blob/master/docs/performance.md (linked from the README) should contain what you need.

Code using FPM may be vectorizable depending on its use and the compiler; I can't make blanket statement.

Does this answer your questions?

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mdragon159 avatar mdragon159 commented on July 18, 2024 1

@NikitaMishin As mentioned in issue #5, this library already supports fixed<48, 16>. I can confirm as just started using fixed<32, 32> today

On topic: I'd also like +1 for benchmarks using larger type size. In fact, I'd love a benchmark for fixed<std::int64_t, boost::multiprecision::int128_t, 32> specifically, but that's because that's exactly what I'm using and won't be benchmarking myself for a long time coming =)

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NikitaMishin avatar NikitaMishin commented on July 18, 2024

Yep, just looking for an fixed <48,16> or fixed<32,16> and its performance. But I am not sure if the library supports this. Is it supported? I saw the closed issue but this is unclear whether or not it is supported now.

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NikitaMishin avatar NikitaMishin commented on July 18, 2024

@MikeLankamp this one #5 (is this issue with the support of fixed<48,16> is abandoned?)

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mdragon159 avatar mdragon159 commented on July 18, 2024

In case anyone is looking for some quick numbers, I did a quick test comparing standard fixed_16_16 vs fixed<48, 16> with int64_t and boost's int128_t in the context of my (very early phase) game.

  • Context:
    • What's being used: Using my game library/simulation layer which primarily consists of a custom, not-optimized physics engine with some ECS and simple physics-based gameplay. This "sim layer" library is then used on top of vanilla UE4, with the goal being to achieve full determinism
    • Metric: How long does a single sim library frame update take to process
    • Method: Just logging metric, playing for a few seconds, then scrolling through all the numbers. All numbers below are just a quick and rough estimate
  • Data
"Float" type Range for frame update time Est. mean
pre-fpm raw floats ~80-400us ~150us
fixed_16_16 ~400-750us ~500us
fixed<48, 16> w/ boost ~4-7ms ~5ms

That's about a 10x increase in time per frame update from switching to fixed<std::int64_t, boost::multiprecision::int128_t, 32> in my specific case... which is way too slow for my needs

Edit:
Tested fpm::fixed<std::int64_t, std::int64_t, 16> and it has about the same performance as fixed_16_16 in my context

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