#64-bit co-ordinates

1 messages · Page 1 of 1 (latest)

azure sun
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I was wondering if there is way to get 64-bit co-ordinates working with unity's rendering systems as currently all the components are defined using floats.
Also what are the implications of using doubles when using the BURST compiler and Unity's math library in terms of deterministic calculations?

Does anyone have any experience around this, any suggestions?
(This is just for prototyping not an actual game idea btw)

midnight prairie
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You don't really want to use double on a gpu

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modern gpus have around 64x the fp32 capacity over fp64

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take the rtx 4080 super as an example

azure sun
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Hmm so do I store position and do physics calculations using double and then convert them to float for processing on the GPU or do you have some kind of world origin shift kind of architecture in mind?

merry grotto
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Are you trying to have simulation with massive distances?