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.net - Is floating-point math consistent in C#? Can it be?

No, this is not another "Why is (1/3.0)*3 != 1" question.

I've been reading about floating-points a lot lately; specifically, how the same calculation might give different results on different architectures or optimization settings.

This is a problem for video games which store replays, or are peer-to-peer networked (as opposed to server-client), which rely on all clients generating exactly the same results every time they run the program - a small discrepancy in one floating-point calculation can lead to a drastically different game-state on different machines (or even on the same machine!)

This happens even amongst processors that "follow" IEEE-754, primarily because some processors (namely x86) use double extended precision. That is, they use 80-bit registers to do all the calculations, then truncate to 64- or 32-bits, leading to different rounding results than machines which use 64- or 32- bits for the calculations.

I've seen several solutions to this problem online, but all for C++, not C#:

  • Disable double extended-precision mode (so that all double calculations use IEEE-754 64-bits) using _controlfp_s (Windows), _FPU_SETCW (Linux?), or fpsetprec (BSD).
  • Always run the same compiler with the same optimization settings, and require all users to have the same CPU architecture (no cross-platform play). Because my "compiler" is actually the JIT, which may optimize differently every time the program is run, I don't think this is possible.
  • Use fixed-point arithmetic, and avoid float and double altogether. decimal would work for this purpose, but would be much slower, and none of the System.Math library functions support it.

So, is this even a problem in C#? What if I only intend to support Windows (not Mono)?

If it is, is there any way to force my program to run at normal double-precision?

If not, are there any libraries that would help keep floating-point calculations consistent?

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I know of no way to way to make normal floating points deterministic in .net. The JITter is allowed to create code that behaves differently on different platforms(or between different versions of .net). So using normal floats in deterministic .net code is not possible.

The workarounds I considered:

  1. Implement FixedPoint32 in C#. While this is not too hard(I have a half finished implementation) the very small range of values makes it annoying to use. You have to be careful at all times so you neither overflow, nor lose too much precision. In the end I found this not easier than using integers directly.
  2. Implement FixedPoint64 in C#. I found this rather hard to do. For some operations intermediate integers of 128bit would be useful. But .net doesn't offer such a type.
  3. Implement a custom 32 bit floatingpoint. The lack of a BitScanReverse intrinsic causes a few annoyances when implementing this. But currently I think this is the most promising path.
  4. Use native code for the math operations. Incurs the overhead of a delegate call on every math operation.

I've just started a software implementation of 32 bit floating point math. It can do about 70million additions/multiplications per second on my 2.66GHz i3. https://github.com/CodesInChaos/SoftFloat . Obviously it's still very incomplete and buggy.


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