Floating Point Errors in Games

I did a few test runs in Oblivion and Skyrim (idk if anyone remembers them) and found that floating point errors horribly disfigure character models in those games. AFAIK though, floating point errors could theoretically occur in all sorts of games.

Anyone have any screenshots of what the floating point estimation errors in other games look like, or any knowledge to share on the topic? If not I'm gonna go searching for the answers myself.

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Hi

How do you make this happen besides a failing gpu?

>Expecting that your average Sup Forumsirgin knows what the fuck is a Floating point error.

thats the point of he thread though.

also curious about this. I've heard of provoking this stuff by nudging the cart in n64 games, but i'd like to see what i can manage in pc

well from extensive testing i think it's about 6 to answer OP, maybe 7 depending on who you ask, but one guy (who i trust a great deal) said 78, so. according to a recent study, they said about 32 +/- 17. hope this helps fellow FPE hunters

Apparently if you go out far enough in a game, it won't be able to estimate your co-ordinates accurately anymore and all sorts of shit happens (I assume it's different depending on the engine).

To be fair I did only find out about this through Sup Forumsirgins. I posted the results and other people told me the causes.

Classic pic

Something similar happened on the X360 version if that's relevant at all

Oh wow, it's Nickies.
r34 fingerplay bowser twins

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not sure if this is the result of a floating point error, but back when i was in the DaS2 modding scene, i found an animation cancel address. turns out when your character's body rotates fast enough, the game doesn't know how to deal with it.

Would a test on Gmod be possible? It's the first game that came to mind to try this in besides Elder Scrolls games.

I guess Fallout is also possible but I only have the crappy FO4 on this PC.

I don't have any screenshots or anything, but there was a nasty one in Kerbal Space Program. It happened often enough that the community had a name for it: the "space kraken"

The game's about getting shit into orbit, so the velocities were pretty big numbers which had to be precise for the orbital mechanics to function accurately enough. Each part had its own velocity value assigned to it, and a floating point error would sometimes occur with one of these that would tell a single, individual tiny piece of the entire craft that it was supposed to be hurdling out into deep space at a million km/s. So it did, and it often blew up half the ship in the process, sending parts flying everywhere. The more parts a ship had, the more likely this was to happen. The longer a ship was in one dimension, the more likely this was to happen. The more eccentric the orbit was, the more likely this was to happen.

They fixed it a long time ago by doing some futurama shit where they move space around the spaceship instead of moving the spaceship through space. I might have a cool screenshot of this happening over my moon rover, let me see if I still have it.

I fucking love you, Nickies. Your threads are even better than toddposting. Stream more tho faggot

why dont you suck his dick you fag

nuthugger

I saw a video recently where author tried to determine the maximum possible speed in Source Engine and fucking murdered a player model in a process. Can't find it now, though.

in like 2007 roblox we'd fly planes into "nil" and achieve a similar effect. don't know if it's still like that but since the engine had a complete overhaul it's probably not the same experience, even if so

Honestly is Toddposting a very high bar to pass?

I don't wanna get banned for posting streams, so I like to wait until it's absolutely necessary.

Is this what you mean?

youtube.com/watch?v=9hdFG2GcNuA

Probably, never seen it happen with an astronaut. Vessels didn't have any sort of stretch to them so they'd just get blown up instead, pic related.

Gmod is out, there's no light to actually see what happens. I'll keep looking.

I'd never have expected an autist who does nothing but play Super Mario 64 explain floating point numbers this clearly.

Pannenkoek is a smart guy. He's a literal autist who focuses all his knowledge on one relatively useless area, but he knows a LOT about that.

This is actually really informative.

Sounds like nobody here has experienced the "far lands" of Blockland

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Jesus Christ, I don't think I ever even seen photos from that game at all

Also, I'm not sure if this is related to the floating point errors I experienced in the void runs but the models of all the NPCs in my game are starting to bug out, to varying degrees. Pic related. Any ideas if it's related to the shit I've done, guys?

So why are floating points needed?

Can we just make this a general glitch thread

Sure, why not

i kinda understand it from context clues

Stryder7x uploaded a new video detailing a floating point error in Paper Mario.

youtube.com/watch?v=XFWjGXmnpno

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Last good one

They're the only practical way of presenting decimal numbers in computing, as they ensure you get as much decimal precision as you can out of a given amount of bits.

The original PlayStation did not support floating point arithmetic. Instead it used what's called fixed-point arithmetic, which is basically just integers divided or multiplied by some constant (so eg. to get 2 decimal places of precision you divide by 100). In reality it's a bit complicated than that because it's all in binary, but that's the gist of it. This is why PS1 games have this glitchy, jittery look to their geometry; they don't have as many decimal points of precision, so there's a lot more rounding errors.

>animations play fine
>UI rendered elements and object physics get all kinds of fucked

I wonder if Haven & Hearth hit floating point limits last world

Huh, the UI was the one thing I thought wouldn't be affected by these sorts of glitches

Parts of the UI is rendered in 3d space on quads in this game's case, so those have the most obvious results when you lose precision on values since they're typically dead flat with the camera.

pirate no man's sky and fly off into space long enough and your ship and shit starts to disappear before crashing

I know you can do this if you fuck far enough away from the map in GTA V.

I think it'd work on any open world game, in theory.

I'm trying it on Morrowind but either I'm not moving as fast as I think I am or it's taking a lot longer than usual. I could also try OpenMW but that seems less interesting.

is this what happens when you glitch out of the map and start falling for a long time? I remember doing that on bf3/4 and watching the arms glitch out

That sounds like it's the same glitch, but falling is just one way of doing it. Really fast movement in any direction can be used for it.