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by aw1621107 721 days ago
> This is perfectly appropriate in many settings, but _especially_ video games where such deterministic results are completely irrelevant.

I'm not sure I'd agree. Off the top of my head, a potentially significant benefit to deterministic floating-point is allowing you to send updates/inputs instead of world state in multiplayer games, which could be a substantial improvement in network traffic demand. It would also allow for smaller/simpler cross-machine/platform replays, though I don't know how much that feature is desired in comparison.

2 comments

Indeed, but this isn't hypothetical. A large fraction of multiplayer games operate by sending inputs and requiring the simulation to be deterministic.

(Some of those are single-platform or lack cross-play support, and thus only need consistency between different machines running the same build. That makes compiler optimizations less of an issue. However, some do support cross-play, and thus need consistency between different builds – using different compilers – of the same source code.)

The existence of situations where the optimization is not appropriate, such as multiplayer input replay, does not invalidate the many situations where it is appropriate.
Sure, but I'm not sure anyone is trying to argue that -ffast-math is never appropriate. I was just trying to point out that your original claim that deterministic floating point is "completely irrelevant" to games was too strong.