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#1 | |
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BBB16 Posts |
Looking at the success folding@home has with PS3/GPU support, this would be nice for Prime95, too. This was already mentioned in some threads, however, the argument against it is "only 32-bit floating point supported", and the FFT that is used needs 64-bit floating point numbers. But there are 2 ways to work around this, or am I wrong?
1. Use integer-FFT instead of floating point FFT. Quote from the "The math" side ( http://www.mersenne.org/math.htm ): Quote:
2. "Emulate" 64-bit floating point support. 64-bit integers can be emulated using 32-bit integers (using some shift operations), the same is possible for 32-bit floating point numbers (there are also some papers around how to do this at least for NVidia GPUs). However, this would definitely decrease the speed. Anyway, if the theoretical 100-500 GFlop/s would decrease to 10-50 GFlop/s, it would still be a lot faster than the CPU alone. Greetings, schnaader |
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#2 | |
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Tribal Bullet
Oct 2004
3·1,181 Posts |
Quote:
Regarding point 2, emulating 53-bit floating point with 24-bit floating point will still limit you to an 8-bit exponent, and this may not have enough range to handle an FFT with a million elements. Plus of course it's 10x slower. FFTW in single precision on the Cell, with seven engines, manages 20 GFlops for moderate size transforms. I doubt you can achieve that rate when the floating point primitives are 10x slower. Edit: the biggest hurdle is convincing George Woltman (or whoever is interested in this) that there will be enough Playstations sold to prime number enthusiasts to justify a port to a completely different architecture. I sincerely doubt the number of consoles is going to rival the number of PCs anytime soon. jasonp Last fiddled with by jasonp on 2007-04-19 at 13:40 |
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