The Truth about the Fast Inverse Square Root on the N64

Sdílet
Vložit
  • čas přidán 17. 11. 2023
  • Patreon: / kazestuff
    Streams: / @kazeclips
    🐦 / kazeemanuar
    MERCH: kazemerch.myspreadshop.com/all
    Discord: / discord
  • Hry

Komentáře • 598

  • @ENCHANTMEN_
    @ENCHANTMEN_ Před 6 měsíci +2168

    It's crazy to think just what a modern computer might be capable of if we had the time and expertise to optimize code to this degree...

    • @mariotheundying
      @mariotheundying Před 6 měsíci +83

      Where is that lost time going to? A big company can do it

    • @tonygamer4310
      @tonygamer4310 Před 6 měsíci +693

      modern CPUs actually have built in optimized instructions for exactly these types of things. For example, intel CPUs have an operation that does 8 inverse square root operations with perfect accuracy in just one clock cycle. These types of operations are called SIMD, and are majorly underutilized
      Edit: not quite perfect
      2^-14 is the maximum accuracy they guarantee
      For a game though, that difference will be practically indistinguishable

    • @clouds-rb9xt
      @clouds-rb9xt Před 6 měsíci +141

      Right? Game developers need to pay attention. We wouldn't have so many issues with modern games being unoptimized if they used more advanced optimization. Doom Eternal is a perfect example of that

    • @vesuvianprime
      @vesuvianprime Před 6 měsíci +315

      @@mariotheundying Layers and layers and layers of virtualization, security, memory safety, compatibility, APIs, threading, and more before you even get close to running instructions on the bare metal

    • @mariotheundying
      @mariotheundying Před 6 měsíci +36

      @@vesuvianprime a big company has all the time, all the people and all the money in the world for that, I'm talking about stuff like Microsoft

  • @michi.78
    @michi.78 Před 6 měsíci +61

    everyones gangsta till kaze finds an one cycle improvement in the most cracked function ever existing

  • @Gideon_Judges6
    @Gideon_Judges6 Před 6 měsíci +363

    I'm kind of surprised it was made popular by Quake III. I could've sworn Mike Abrash put it in the original Quake, but it's been years since I saw the source.

    • @KazeN64
      @KazeN64  Před 6 měsíci +239

      i thought it was from doom before i made this video lmao

    • @arciks11
      @arciks11 Před 6 měsíci +173

      ​@@KazeN64 You accidentally still said Doom in one part of the video.

    • @KazeN64
      @KazeN64  Před 6 měsíci +252

      ahhh shit, i thought i edited it out haha

    • @TheGershon
      @TheGershon Před 6 měsíci +87

      @@KazeN64 Twice actually, lol. 5:00 and 8:30

    • @proxy1035
      @proxy1035 Před 6 měsíci +74

      @@KazeN64 ah yes, DOOM with all of it's real time reflections and shading and floating point numbers that it definitely used. /s
      seriously though, i thought it was funny. because DOOM is pretty much always the first game people think of when IdSoftware is mentioned.
      so sometimes people think the FastInverseSqrt is also from DOOM, even though the game doesn't even use floats at all because they were way too slow at the time.

  • @TypingHazard
    @TypingHazard Před 6 měsíci +16

    Is "now try it with the fast inverse sqrt" the programmer version of how every musician content creator is asked/forced to attempt Rush E and other meme songs

  • @possible-realities
    @possible-realities Před 6 měsíci +517

    Nice video!
    Just one small point: If you want to use invsqrt(x) to calculate sqrt(x), you can use x*invsqrt(x) instead of 1/invsqrt(x). That might save a few cycles? But I still agree that the quake3 fast inverse square root algorithm is probably not that useful on N64.

    • @KazeN64
      @KazeN64  Před 6 měsíci +315

      oh true, somehow i just forgot

    • @nicholaswallingford3613
      @nicholaswallingford3613 Před 6 měsíci +106

      to do regular sqrt you would just use a different magic constant.
      float fast_sqrt(float x) {
      int i = *(int *)&x;
      i = 0x1fbd1df5 + (i >> 1);
      return *(float *)&i;
      }

    • @andersama2215
      @andersama2215 Před 5 měsíci +11

      If I understood that table correctly from the start of the video, does that imply that the 0 newton iteration would take 6 cycles to complete just the fast inverse portion? How long does * take, may deserve another video...

    • @andersama2215
      @andersama2215 Před 5 měsíci +5

      Did a little reading, it sounds as though hardware implementations of sqrt make have taken a few different routes, common ones apparently were a lookup table for rough approximation followed by a number of newton iterations, or alternatively some process similar to long division. Without digging too deeply, my guess is that might be why the cycle counts for division and sqrt are the same. Since long division's one of the slower approaches to dealing with floats, it could be that the fast inverse sqrt is the way to go, since the n64's hardware was developed before the algorithm was discovered it could be that its implementation could be beaten via software. Newton iterations roughly double the precision of the result so a better initial guess can rapidly decrease the time cost.

  • @ethanpayne4116
    @ethanpayne4116 Před 6 měsíci +375

    Silas' idea with the error cancelling is very cool, there are probably many other examples where we can reduce the error of one problem by dividing it into two sub-problems with opposite error

    • @Sh1penfire
      @Sh1penfire Před 5 měsíci +8

      This feels like reading a data book wrong every time with the wrong indicator
      Perfectly balanced as all this should be

    • @M0liusX
      @M0liusX Před 5 měsíci +11

      Error is a fickle issue. While I don't know for sure, usually these types of strategies have smaller error, in return they have larger error when values get extremely big or small.

    • @ethanpayne4116
      @ethanpayne4116 Před 5 měsíci +12

      @@M0liusX I definitely believe that, there are usually very specific cases where one algorithm is better than another, and in general there is no "optimal" algorithm which always works best for all situations, it always depends on the specific example.

    • @Creabsley
      @Creabsley Před 5 měsíci +6

      We were doing this analogue style in the 1930s with balanced cables. Letting you run small voltages hundreds of feet with no interference.

    • @sjurursteinholm5368
      @sjurursteinholm5368 Před 5 měsíci +4

      We use similar algoritms in land surveying to estimate coordinates with high accuracy. By using a GPS reading and comparing it to a GPS reading, at a control station, we can see which sattelites are visible in both readings. By subtracting the differences between the readings, the accuracy of the initial GPS reading goes from 5-10m(15-30feet) of accuracy, to 2-3cm(1-1.5inches) of accuracy. This only works when the same satelites are visible in both readings, if the control reading is to far away, then the algorithm wouldn't work. But this cancels out errors like the density of the atmosphere, refraction errors, and random errors, since you work with more data.

  • @arciks11
    @arciks11 Před 6 měsíci +67

    2:00 So they gave it a race car engine and a can of beer for a gas tank?

    • @Nerdule
      @Nerdule Před 6 měsíci +2

      The gas tank's just fine, actually, especially with the Expansion Pak ... The problem is that the hose from the gas tank to the engine is the size of a curly straw.

    • @benjaminoechsli1941
      @benjaminoechsli1941 Před 6 měsíci +7

      Cutting corners in the strangest of ways.

    • @RedstoNeman0
      @RedstoNeman0 Před 6 měsíci +8

      yeah that's pretty much a good metric for why the n64 is slow lol

    • @someoneelse4811
      @someoneelse4811 Před 6 měsíci +5

      Yeah, I remember some N64 dev from the time made a similar anology.

    • @ssl3546
      @ssl3546 Před 6 měsíci +9

      They started with designs used for SGI workstations and cut stuff waaay down. They were not going to make a new CPU design for the N64 and clocking it slower wouldn't have saved any money. It's not like today where we have ARM cores at every performance level you might want.

  • @603840Jrg
    @603840Jrg Před 6 měsíci +34

    I like to think that whatever piece of his soul John Carmack lost when Oculus got acquired by FB/Meta ended up possessing Kaze

  • @simjans7633
    @simjans7633 Před 5 měsíci +36

    Both editions of the book Hacker's Delight mention the fast inverse square root (or as they call it, an Approximate Reciprocal Square Root Routine) and give various improvements of the algorithm. In the books they already mentioned FISR without Newton iterations:
    > deleting the Newton step results in a substantially faster function with a relative error within ±0.035, using a constant of 0x5F37642F.

  • @mrmimeisfunny
    @mrmimeisfunny Před 6 měsíci +159

    I didn't actually expect it to work at all. Because I remember you said that square roots on the N64 are relatively fast. Of course Kaze will find a way to eek out that tiny extra bit of performance and then some.

    • @Brad_Script
      @Brad_Script Před 4 měsíci

      you're forgetting this is the reverse sqrt not just sqrt

    • @mrmimeisfunny
      @mrmimeisfunny Před 4 měsíci

      @@Brad_Script I didn't forget. I just thought that it's not worth it compared to the performance gains on old Pentiums.

  • @RatcheT2497
    @RatcheT2497 Před 6 měsíci +43

    have you thought about writing some small research papers for these findings and experiments? like, even if they're extremely specific for your use case, they're still cool as hell and might even help someone some day

  • @HappyLittleBoozer
    @HappyLittleBoozer Před 6 měsíci +83

    It's amazing to me how you can make deeply complex topics so easy to understand by explaining them based on a use case. Programming is like black magic to me, yet I can follow your videos along without any issue. God bless.

  • @caliburnleaf9323
    @caliburnleaf9323 Před 6 měsíci +56

    For the graph at 9:19, it probably would have been more clear if you'd labeled it as "Error (%) vs Cycles," since that's what the numbers actually represent. In both cases, a lower number is better, which is the inverse of what is implied by "Accuracy vs Performance" (which suggests that a higher value is more accurate or has higher performance).

  • @MR0KITTY
    @MR0KITTY Před 6 měsíci +6

    7:20 That poor shyguy....

  • @torvusbolt201
    @torvusbolt201 Před 6 měsíci +44

    All of your videos are so incredible. I love how you mix maths and humour in the way you do. Even if I can't comprehend everything, I love each and every second

  • @prgnify
    @prgnify Před 6 měsíci +288

    I was certain it was absolutely "useless" in the Nintendo 64 hardware, I'm amazed you actually found a place to use it!
    Also, you know your audience very well, @06:58 I chuckled and @07:23 I almost laughed. Great content!

    • @Gameboygenius
      @Gameboygenius Před 6 měsíci +18

      Really. N64 is not my platform, but if it was Gameboy code I might legit have paused the video to count the cycles.

  • @cozmictwinkie9260
    @cozmictwinkie9260 Před 6 měsíci +5

    RAM Bus is my favorite recurring character on this show, glad to see Them back!

  • @Flamefreeze1
    @Flamefreeze1 Před 6 měsíci +57

    The truth about why my dad never came back from the grocery store 😢😢😢
    Edit: Yooo my mind was blown w/ Silas’s idea. Mathematically it seems obvious but getting that much accuracy improvement with the 2 fourth-root calcs multiplied together is insane!
    Thanks for the good content as always!

  • @DelayRGC
    @DelayRGC Před 5 měsíci +26

    The inverse square root sure went through a journey, didn't it?
    From being cumbersome to calculate, to an ingenious bit hack, to becoming its own CPU instruction.

  • @NeoShameMan
    @NeoShameMan Před 6 měsíci +3

    Damn! optimizing the optimization! That's inception level of programming artistry. ❤ good job!

  • @scoreunder
    @scoreunder Před 5 měsíci +5

    I'm honestly impressed at the grind. In your shoes I would probably have ignored the FISR comments for being more pop comp sci than actual well-informed optimisation tech but good on you for actually investigating it and finding a place it excels even on a chip with hardware floats

    • @jimmyhirr5773
      @jimmyhirr5773 Před 5 měsíci

      Not sure why hardware floats matter for FISR. Quake III was written for Pentium processors, all of which have hardware floats.

  • @gravytraindrumming5167
    @gravytraindrumming5167 Před 6 měsíci +1

    Your videos are really fascinating to me. I don't have a background in computing science, but I do know mathematics and videogames. Appreciating your research! :)

  • @supersmily5811
    @supersmily5811 Před 6 měsíci +7

    The levels in the beginning of this video look really pretty! This is starting to look like one of the best Mario games ever designed... And it's a rom hack of Mario 64!

  • @Xtermo
    @Xtermo Před 6 měsíci

    I said I would watch this and I’m keeping my word. Thanks for taking the effort!

  • @wfzyx
    @wfzyx Před 6 měsíci +9

    I know the project is aimed at maintaining real hardware compatibility, but maybe consider to patch a n64-emu and give one extra rambus to the console to see how far your game can go?

  • @ZintomV1
    @ZintomV1 Před 5 měsíci +1

    Another fun and educational video Kaze, thank you!

  • @bobrossdahoss
    @bobrossdahoss Před 6 měsíci

    I forgot about making the RAMBUS go VROOM VROOM! I don't program stuff like this at all, but it is still always interesting to see your work.

  • @leroymilo
    @leroymilo Před 6 měsíci +26

    Damn, Kaze's take on fast inverse square root is really interesting.

  • @pockpock6382
    @pockpock6382 Před 6 měsíci +12

    Kaze's coding gives me the feeling of when the Vtech kicks in

  • @slashrose3287
    @slashrose3287 Před 6 měsíci +2

    Hi Kaze, love your coding tech video but, frankly, I almost don't understand them, surely you are very talented indeed. One simple question: what do you think about Saturn processing power? The SCU 48-bit DSP inside SS can actually be helpful in matrix transformation aside from the sual indipendet 32bit CPUs?

  • @SilicatYT
    @SilicatYT Před 5 měsíci +21

    Kaze Emanuar: The only person that can explain to me how to optimise a 26 year old game in high technical detail I can't even begin to understand, while keeping me invested until the end.

  • @Seamusoboyle
    @Seamusoboyle Před 6 měsíci

    Nice research, and interesting results. Bravo!

  • @DavidCoutinhoCG
    @DavidCoutinhoCG Před 6 měsíci +15

    I am always fascinated by your content, i'm too dumb to understand all the maths and algorithms involved in your work, but its insane what you achieved with N64. of course specially with Mario 64.

  • @linkfain1
    @linkfain1 Před 5 měsíci +1

    I didn't know how much I missed hearing you say vroom vroom until now. lol

  • @colonthree
    @colonthree Před 6 měsíci +20

    I made my own using weighted quadratic beziers. It's only 4% less accurate than the sine and cosine operations using the squirt, at a fraction of the performans cost. I know it can be improved, but so far so good. :3c

    • @cubedude8690
      @cubedude8690 Před 5 měsíci +2

      I didn't even bat an eye at "squirt" the first time I read this comment because that's exactly how I say it in my head

  • @VideoGameBoxReviews
    @VideoGameBoxReviews Před 6 měsíci

    Every time you you upload I get amazed. Just hoping to play the mod at some point too.

  • @chungus1149
    @chungus1149 Před 5 měsíci +3

    I used to think there was no reason for a Mario 64 sequel to exist, but seeing how much there was to improve.on the base engine, and how many level possibilities it opens up, it's obvious they should have made one

  • @hummel6364
    @hummel6364 Před 5 měsíci

    Love this. One of my favourite algorithms because it looks like magic from today's point of view, and apparently back then too, going by the comments.
    I don't know about you but I study IT at University and it's really funny to me how obvious the algorithm gets once you grasp the mathematical concepts behind it, and how floats are implemented.

  • @vytah
    @vytah Před 5 měsíci +12

    You don't need to do 1/fastinvsqrt or x*fastinvsqrt to get fastsqrt, you can use the exact same method, just instead of constant-(i>>1) use constant+(i>>1) (and of course the constant is different). You can use this method to calculate any nth power, the general formula is constant+i*n (which for -½ simplifies to constant-(i>>1)).

    • @cubedude8690
      @cubedude8690 Před 5 měsíci +1

      oh shit that actually seems like a good idea

  • @BenjaminGlatt
    @BenjaminGlatt Před 5 měsíci

    It's been a minute since I did any programming, but this is super interesting stuff.

  • @hedgiehogdudeu_u406
    @hedgiehogdudeu_u406 Před 6 měsíci +1

    The amount of raw joy i felt when you said rambus goes vroom vroom

  • @m4r_art
    @m4r_art Před 6 měsíci +13

    I don't know where your journey takes you, but the amount of data you took upon you, is painfully large. You are like a character from literature, the giver. In the story a certain character carries the memory of the world as it was. At this point it's safe to bet you are in the top 5 most knowledgeable n64 programming/development person in the world.

    • @forasago
      @forasago Před 5 měsíci +4

      He has the relative luxury of only concerning himself with one set of hardware (the N64) and one set of software (the relevant programming language(s)) for decades. Almost no (game) programmer out there enjoys this kind of laser focus. Instead it's 2-3 things at a time and every other year one thing is discarded and another thing added.

  • @johanngambolputty5351
    @johanngambolputty5351 Před 6 měsíci +6

    8:57 ooo, reminds me of Romberg integration (more generally Richardson extrapolation), add together approximations at different step sizes to cancel out one error term in the taylor expansion. Takes me back to intro to scientific computing :)

  • @notarandom7
    @notarandom7 Před 6 měsíci +5

    babe wake up, Kaze just uploaded a new video

  • @gamegear8613
    @gamegear8613 Před 6 měsíci +2

    Hi Kaze, very cool video. i have a question about a mario 64 port for the playstation classic, it runs very well (60fps) but in under water scenes the framerate drops below 60fps. i watched you videos and question myself: is it possible to build a port for the playstation classsic with your enhanced version of the source code and will it reduce or completely remove the stutters ( framerate drops)?

    • @Mireneye
      @Mireneye Před 6 měsíci +2

      My best guess.. Some optimizations might be helpful but Kaze has made a lot of very N64 hardware specific improvements, and since the hardware is different, It's not at all certain they would work as well.

  • @Heavenira
    @Heavenira Před 6 měsíci +2

    great vid as always!! negligible (3:36) should be pronounced like "neg-*lij*-able", whereas you said "neg-li-able". again amazing work!!

  • @thephoenixsystem6765
    @thephoenixsystem6765 Před 6 měsíci

    The maths sounded nice, but I can appreciate the music at the end from a technical standpoint. And it also sounds great lol - did you make it?

  • @drewynucci9037
    @drewynucci9037 Před 5 měsíci +6

    I wonder if you’ll ever do optimization for the n64 bios… I know Nintendo didn’t give very many developers access to the bios but there are a few games which load a different bios into the n64 and allow even more optimized code to be run for whatever game was developed…

    • @watchm4ker
      @watchm4ker Před 16 dny +1

      You mean the RSP Microcode, and that's a whole different problem. I don't know how doucumented the microcode is. Nintendo certainly didn't want developers messing with it, and just use the ones they provided.

    • @drewynucci9037
      @drewynucci9037 Před 11 dny

      @@watchm4ker yeah, I meant the microcode… I’d be so interested to see what kinds of things could be done with that explored

    • @watchm4ker
      @watchm4ker Před 11 dny

      @@drewynucci9037 having looked at a few more videos... Yeah, it's pretty wild. Look up F3DEX3.

  • @Gunbudder
    @Gunbudder Před 5 měsíci

    when i was tutoring, i told students that there is a time and place to use the fast inverse square root. the place is on 32 bit windows PCs and the time was 1999. The trick only works for single precision IEEE 754 floats, and essentially any modern PC made after probably 2007 or so is so fast that the gains of the float hack aren't worth it lol. its important to teach though because i think it demystifies the IEEE 754 standard and helps students understand that its essentially just scientific notation but with 2 instead of 10 as your base. and if you go into embedded systems, you do need to understand how that stuff works because you will eventually need to convert a 754 float to a DEC float (or vice versa) and that has its own little hacks.

    • @kitlith
      @kitlith Před 5 měsíci

      The same trick works for doubles too, but it needs a different magic constant (which has been listed on wikipedia)
      Otherwise, yeah, it's role is obsoleted by the dedicated reciprocal square root approximation instruction, where available.

  • @NunyaBitness-xq9ed
    @NunyaBitness-xq9ed Před 5 měsíci

    Oh yeah. This makes complete sense. We need more compute stuff. I understand everything you said……
    I still listened to the whole video.

  • @Meleeman011
    @Meleeman011 Před 5 měsíci

    you're amazing thank you for making this

  • @gunnmetal115
    @gunnmetal115 Před 5 měsíci

    This is beautiful. I've no idea what you're saying but it sounds great.

  • @igorgiuseppe1862
    @igorgiuseppe1862 Před 5 měsíci

    7:32 nice detail on the map

  • @etansivad
    @etansivad Před 6 měsíci

    Oh fuck yeah I am excited for this video. I really dig the deep dives on code optimization like Michael Abrash's Graphics Programming Black Book.

  • @quelfth4413
    @quelfth4413 Před 5 měsíci +3

    At 1:30 you seem to be suggesting that the best way to get sqrt(x) from 1/sqrt(x) is to take the reciprocal via a division, but you could also just multiply by x since x/sqrt(x) = sqrt(x). I don't know if this changes anything you're saying.

  • @VictorTaelin
    @VictorTaelin Před 5 měsíci

    this video is basically melatonin, with all the zelda songs and random math. I love it. good job

  • @megacherv
    @megacherv Před 6 měsíci +1

    Me (comp Sci grad but for enterprise software): "mhmm ahh yes I understand some of these words"

  • @mantislazuli
    @mantislazuli Před 3 měsíci

    Amazing work.

  • @unclerukmer
    @unclerukmer Před 5 měsíci +26

    You know, for as terrible as most everything in the world is right now, the fact that we have people like Kaze who is relentlessly optimizing Mario 64 and making great romhacks is a welcome ray of sunshine. Never stop buddy!

  • @rose_allen
    @rose_allen Před 6 měsíci +2

    Fast Inverse Square Root my beloved

  • @MasterHigure
    @MasterHigure Před 5 měsíci

    1:30 I'm sure finv + div is more expensive than sqrt, but I am certain there is a way to make a finv-like function that only computes the square root without taking the reciprocal. That would be a fairer comparison in that part of the video.

  • @d5kenn
    @d5kenn Před 5 měsíci

    Quake 3? I'm almost certain it was back in Quake 1. There was a discussion about whether it was Carmack or Mike Abrash, and turns it could have been Gary Tarolli at 3dfx? My memory of that era has long faded.

  • @3rdGen-Media
    @3rdGen-Media Před 5 měsíci

    Wow, awesome analysis

  • @Gameatronic9000
    @Gameatronic9000 Před 5 měsíci

    9:22 hey, don't need to call me out like that.
    i get it, its some cool math.
    i honestly had to do a double take when you mentioned 4th roots being multiplied by 2 magic number to cancel out each other's error.
    that kind of line up is nonsensically precise to land on, and tis just here now.

  • @Adrastus_
    @Adrastus_ Před 5 měsíci +3

    what's crazy to me is that stuff like this proves geniuses are out there. I struggle writing methods in java ffs, I didn't understand a thing going on except that Kaze has an immense IQ

    • @jimmyhirr5773
      @jimmyhirr5773 Před 5 měsíci

      Keep at it and you'll get better. I don't know how long you've been programming, but I'm sure that Kaze has been doing it for a long time.

  • @snork_games
    @snork_games Před 6 měsíci

    love watching these videos

  • @berrieds
    @berrieds Před 5 měsíci +23

    Its great that some of the most interesting computer engineering is being done on old hardware. Can you imagine if a modern developer put this much effort into their optimizations!

    • @ictogon
      @ictogon Před 5 měsíci +8

      modern cpus are multiple orders of magnitude more complicated than the N64

    • @Evan-dh5oq
      @Evan-dh5oq Před 4 měsíci

      ​​@@ictogon Yet, to a programmer it doesn't matter how complicated the CPU is. The issue is that no one cares how performant your code is as long as it finishes the task in a reasonable time. People would rather solve a lot of complicated problems well than to optimize any one so it finishes in 10ms instead of 200ms. No user cares.
      If I can load my bank account app in 1 second, I don't care as long as I can do everything that I want with it. I'd rather have this than a website that loads on 100ms but can't do a lot of things
      Once hardware stops advancing, optimization will return.

  • @pixboi
    @pixboi Před 5 měsíci +1

    The game runs so smoothly its amazing, what do you think, could you afford a simple shadow map pass? Is the n64 buffer enough to hold a depth pass or two?

  • @MajorUpgrade760
    @MajorUpgrade760 Před 6 měsíci +26

    Kaze, if I was capable of understanding the concepts that you break down in your videos I know I would be able to learn things from you. But because I don't code or anything, the only thing I can truly say I learned today is that you were able to make the n64 go vroom vroom even more!
    I am happy and grateful for you and the others that dedicate time into development for the n64. Thank you for what you do.
    Btw is there any updates on the progress of Return to Yoshi's Island?

    • @KazeN64
      @KazeN64  Před 6 měsíci +13

      course 11 almost done right now! ill post some previews soon of the remade demo levels.

    • @MajorUpgrade760
      @MajorUpgrade760 Před 6 měsíci +3

      Yeah that's great news! Thank you for the update, and I'm sure we are all excited for it.

  • @jakob_ch
    @jakob_ch Před 6 měsíci

    LETS GOOOOO ANOTHER N64 OPTIMIZATION VIDEO

  • @jmillart
    @jmillart Před 6 měsíci +2

    with all of your improvements, I bet you could make an N64 game engine for building anything. Not just Mario

  • @Bp1033
    @Bp1033 Před 5 měsíci

    these types of optimizations are fun on microcontrollers. they're kind of the final frontier of optimization shenanigans.

  • @DrEnzyme
    @DrEnzyme Před 5 měsíci +1

    And don't forget, if the only reason you're using sqrt to normalize your vectors is for distance comparisons, you don't even need it at all.

  • @DessertArbiter
    @DessertArbiter Před 5 měsíci

    I can't wait for the optimized robot uprising

  • @higherquality
    @higherquality Před 6 měsíci +3

    that's jaw on the floor type stuff

  • @smokeydops
    @smokeydops Před 6 měsíci +2

    Im using fixed-point so i kinda need the algorithmic versions, not the mantissa hack. Interested in researching these... In a few years, when i have time to spare this issue

  • @SimonZerafa
    @SimonZerafa Před 5 měsíci +1

    I'm sure I've seen another explanation of the FISR algorithm and their conclusion was that the constant selected couldn't be improved. That was for x86 though so perhaps the code works differently on the N64 🙂😵‍💫

  • @elfrangofrito
    @elfrangofrito Před 6 měsíci +38

    I have a question... how "friendly" is your code?
    The work you did to optimize SM64's source code is nothing short of amazing, but from what I've heard, code optimization usually comes at the cost of readability. If someone who's not that experienced with C tried to read your code, how much do you think they would struggle to understand everything you wrote?

    • @KazeN64
      @KazeN64  Před 6 měsíci +61

      EVERYTHING? they would struggle a lot with the new graph system, but i also doubt that someone like that wound't also struggle understanding matrix math in the first place, which is a prerequisite to understanding the code at all.

    • @jamesfrankiewicz5768
      @jamesfrankiewicz5768 Před 6 měsíci +6

      With what he's doing, he probably keeps the original code in place, with some conditional compilation statements to switch between the two sets of code (so the original code with the clearer intent stays visible), with some reminder comments in the code about what the optimizations are doing, maybe something along the lines of /*using a modification of Quake 3 inverse square algorithm here, constant hex value obtained through empirical brute force test on real N64 hardware*/.

    • @KazeN64
      @KazeN64  Před 6 měsíci +31

      @@jamesfrankiewicz5768that's not really possible unfortunately, huge parts of how the engine work have been changed and most vanilla mario 64 functions don't have an equivalent function in RTYI any more.

    • @LokiScarletWasHere
      @LokiScarletWasHere Před 6 měsíci

      Let's be real. If anyone needs Kaze's code, they're probably gonna need it as a library. This is black magic.
      Just imagine, people making new n64 games using libkazen64

    • @SpooksHD
      @SpooksHD Před 6 měsíci +9

      this question was good until we reached "who's not experienced with C tried to read your code".... if you aren't experienced with C it doesn't matter how much you comment they aren't going to understand it nor any of the other principles being used. It *should* be commented and well documented in places where major changes were made and as to why, but for it to be readable for people who have no idea what the concepts are? That's stretching way beyond the purpose of documentation/commenting. Let alone the other realm of concepts like the mathematical operations and hardware specific refinements

  • @tompov227
    @tompov227 Před 22 dny

    this is a great example of how optimization is a very specific problem that always requiring profiling before you can say something is gonna be a "good optimization"

  • @livipup
    @livipup Před 5 měsíci

    Even though this is mostly specific to the N64 I'm going to save it to my game dev list anyway :) Maybe some day I'll find myself optimizing some code where this is useful and remember that it's in there

  • @smileyzrevenge
    @smileyzrevenge Před 6 měsíci

    RAM BUS IS BACK. LET'S GOOOOOOOOOOOOO

  • @skylo706
    @skylo706 Před 5 měsíci

    Haha ^^ you and john carmack are my idols for me striving to get better at programming every day 😊

  • @Magikarp-yk7io
    @Magikarp-yk7io Před 5 měsíci

    Thank you for reminding everyone it also screws up the rendering temporarily! Most forget that

  • @jonasskjtt5542
    @jonasskjtt5542 Před 6 měsíci

    Will you release a optimation patch for Super Mario 64? Awesome content as usual 😊

  • @mickpatel5126
    @mickpatel5126 Před 6 měsíci +1

    Am I the only one who doesn’t understand most of this stuff? Yet I’m always excited to see them. And when I see “vroom” I get happy too

  • @crusaderanimation6967
    @crusaderanimation6967 Před 5 měsíci

    2:48 i've watched quite a vew of your videos but only now got ramBUS goea vroom vroom pun

  • @GoldenBeholden
    @GoldenBeholden Před 6 měsíci +1

    Are you aware of the Portal64 project? It seems like something you'd enjoy following.

  • @RedBerylFTW
    @RedBerylFTW Před 5 měsíci

    Not only is your explanation easy to understand, you also are a chad innovator. 🍻

  • @DragAmiot
    @DragAmiot Před 6 měsíci

    Bro the inside of the factory looks soooooooo goood

  • @Pedritox0953
    @Pedritox0953 Před 6 měsíci

    Great video!

  • @vgahayden
    @vgahayden Před 6 měsíci

    I just fucking died laughing after saying "YOOOO" outloud & IMMEDIATLY got called out for it by the video.

  • @wermaus
    @wermaus Před 5 měsíci

    Nah I laughed my ass off at the approximation also avoiding the divide by 0 special case that's fantastic!

  • @startrekmodelmaker4457
    @startrekmodelmaker4457 Před 5 měsíci

    Which mario mods are been shown?
    Some look stunning!
    I wannah try them

  • @Netsuko
    @Netsuko Před 5 měsíci

    I didn't understand a single thing in this video, but it was fun to watch!

  • @SomethingAbstract
    @SomethingAbstract Před 6 měsíci

    Very impressive, I love seeing Mario 64 get improvements

  • @Mr_Yeah
    @Mr_Yeah Před 5 měsíci

    7:48 There is research for that by Chris Lomont in 2003. However, the number he found was 0x5f37642f.

    • @KazeN64
      @KazeN64  Před 5 měsíci +1

      he might have used a different error measuring technique. I used "Maximum relative error" as a measure of error.

  • @_ipsissimus_
    @_ipsissimus_ Před 5 měsíci

    this is relevant to my interests.

  • @Clancydaenlightened
    @Clancydaenlightened Před 5 měsíci

    1:11 well use builtin sqrt, then run a parser in cpu cache that grabs this result, and performs inversion within cpu cache, so you only would calculate the square root and write to cache buffer periodically when needed

  • @SullySadface
    @SullySadface Před 6 měsíci +15

    You should go over Portal64, maybe you can help with the renderer bottlenecks

  • @wgolyoko
    @wgolyoko Před 5 měsíci

    Thank you for once again augmenting the collective knowledge of humanity.