• Is it preferred to have geometry figures (E.g. walls) by the power of two?
    75 replies, posted
[QUOTE=Yobdren;16027568]the highest power of 2 [/QUOTE] ...does not exist. *Sighs* Looks, here's how to calculate the 500th result in a calculator (5000 digit here: [url]http://gvhome.001webs.com/bcalc/bcalc.zip[/url] - you'll have to set it to 5000 through the options) real quick: Type 1024 x 2 and spam the equal button. It can be done in 1-2 minutes. It would take hours to write down a 5000 digit number. Now imagine a million digit one. Also, a mathematical peace doesn't create a cool-looking list. :smug:
y=2^x And the term isn't really "the power of 2"...
[QUOTE=HiddenMyst;16028224]Do you know what an equation is? It wouldn't take any more than a second on a calculator.[/QUOTE] Some basic math here. There is no magical function on how to do an exponential equation. 2^5 is the same as 2 * 2 * 2 * 2 * 2 for the calculator. Now I'd like to see you doing 2^1 000 000 000 on a calculator. ...I'm still waiting.
[QUOTE=Sippeangelo;16033085]Some basic math here. There is no magical function on how to do an exponential equation. 2^5 is the same as 2 * 2 * 2 * 2 * 2 for the calculator. Now I'd like to see you doing 2^1 000 000 000 on a calculator. ...I'm still waiting.[/QUOTE] Don't wait long. Feel free to download and use this calculator: [url]http://gvhome.001webs.com/bcalc/bcalc.zip[/url] It counts 5000 digits. This is how much 5000 digits are by the way: 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And for the reason that you should use powers of two when dealing with textures: The textures in source are rendered by DirectX. "Powers of two" happen to be in the same base as the binary numerical system, so some "powers of two" match common data types. If one data type is 512 bits and the image size is the same on one axis, you can save memory. If the size was greater than 512, two or more of that data type would need to be used. And if the size would have been 513, 512 bits would have been stored in the first, and 1 bit in the other, wasting 511 bits of memory. Texture memory is limited to the amount of memory on the GPU. [editline]08:39AM[/editline] [QUOTE=ZemogT;16033184]Don't wait long. Feel free to download and use this calculator: [url]http://gvhome.001webs.com/bcalc/bcalc.zip[/url] It counts 5000 digits. This is how much 5000 digits are by the way: [/QUOTE] [img]http://imgkk.com/i/DOyAlCO2.png[/img] I require a 64-bit version... And I use the BigInt library by Matt McCutchen. [quote]You can use this library in a C++ program to do arithmetic on integers of size limited only by your computer's memory. [/quote] 2^1 000 000 000 Now imagine that as a power of 10. 10^1 000 000 000 That's 1 billion zeroes. That's far from fitting into your 5000-digit calculator.
[QUOTE=Sippeangelo;16033227]And for the reason that you should use powers of two when dealing with textures: The textures in source are rendered by DirectX. "Powers of two" happen to be in the same base as the binary numerical system, so some "powers of two" match common data types. If one data type is 512 bits and the image size is the same on one axis, you can save memory. If the size was greater than 512, two or more of that data type would need to be used. And if the size would have been 513, 512 bits would have been stored in the first, and 1 bit in the other, wasting 511 bits of memory. Texture memory is limited to the amount of memory on the GPU. [editline]08:39AM[/editline] [img]http://imgkk.com/i/DOyAlCO2.png[/img] I require a 64-bit version... And I use the BigInt library by Matt McCutchen. 2^1 000 000 000 Now imagine that as a power of 10. 10^1 000 000 000 That's 1 billion zeroes. That's far from fitting into your 5000-digit calculator.[/QUOTE] Yes, alright. But still, I wouldn't write it. Imagine how long it would take to write 1 billion digits on paper. [url]http://comptune.com/calc.php?methos=GET&base1=10&base2=10&S1=1121351&S2=35&func=bcpow&base3=10&places=500[/url] That's a million digit calculator, that's the farthest you can go on these computers. I want to try Nasa's now.
Oh boy, can't wait until ATI releases a sick 59738601067233466281281634491411842587046693108828905322456442940351267378996053048619984314607394328433441901243661178266073250346714990869466422744346314146547336886211544973740022653335892968371145324357253830164177517651204783778367316558886741059472501923705824093383596292495753904407271199775319567834517805828939983656912225009196335104-bit graphics card. Predicted reply: "And I bet it still won't run Crysis on Ultra."
[QUOTE=Kuro.;16034422]Oh boy, can't wait until ATI releases a sick 59738601067233466281281634491411842587046693108828905322456442940351267378996053048619984314607394328433441901243661178266073250346714990869466422744346314146547336886211544973740022653335892968371145324357253830164177517651204783778367316558886741059472501923705824093383596292495753904407271199775319567834517805828939983656912225009196335104-bit graphics card. Predicted reply: "And I bet it still won't run Crysis on Ultra."[/QUOTE] Haha, some day... I can run Crysis with ultra-high mod on at a steady 15-20 FPS when no programs are running and processing is optimized. Very high runs well, and high is what is preferred.
[quote=sippeangelo;16022250] 9223372036854775808 x 2 = [b]????[/b][/quote] 1.84467441 × 10^19
[QUOTE=BillyTalentx;16036777]1.84467441 × 10^19[/QUOTE] Which makes it [B]not[/B] a power of two.
[QUOTE=BillyTalentx;16036777]1.84467441 × 10^19[/QUOTE] That's rounded.
[QUOTE=lew06;16021731]6 x 2 = [b]16[/b][/QUOTE] 8 * 2 = [B]16[/B] :eng101: Did anyone notice he got it rong?
[QUOTE=rob54362;16054770]8 * 2 = [B]16[/B] :eng101: Did anyone notice he got it rong?[/QUOTE] Wrong :eng101:
[QUOTE=HiddenMyst;16056091]Wrong :eng101:[/QUOTE] Wrong. :eng101: Full stop there mister.
[QUOTE=bigdoggie;16056550]Wrong. :eng101: Full stop there mister.[/QUOTE] But he used it in a question.
[QUOTE=HiddenMyst;16056636]But he used it in a question.[/QUOTE] Shit. I feel stupid. Wrong? :eng101: Question mark there mister.
Good lord, simple mistake guys :v: You can pretty much guess where I was going with it anyways. Let me fix that.
One day we can have 59738601067233466281281634491411842587046693108828905322456442940351267378996053048619984314607394328433441901243661178266073250346714990869466422744346314146547336886211544973740022653335892968371145324357253830164177517651204783778367316558886741059472501923705824093383596292495753904407271199775319567834517805828939983656912225009196335104 ram on our computers
[QUOTE=TheForeigner;16057775]One day we can have 59738601067233466281281634491411842587046693108828905322456442940351267378996053048619984314607394328433441901243661178266073250346714990869466422744346314146547336886211544973740022653335892968371145324357253830164177517651204783778367316558886741059472501923705824093383596292495753904407271199775319567834517805828939983656912225009196335104 ram on our computers[/QUOTE] Never. We'll aways create new byte measures. For example, there's still Terabytes, Petabytes, Exobytes, Yottabytes, and creating new ones aways :v:
[QUOTE=kukiric;16057952]Never. We'll aways create new byte measures. For example, there's still Terabytes, Petabytes, Exobytes, Yottabytes, and creating new ones aways :v:[/QUOTE] HiddenMystabytes
[QUOTE=kukiric;16057952]Never. We'll aways create new byte measures. For example, there's still Terabytes, Petabytes, Exobytes, Yottabytes, and creating new ones aways :v:[/QUOTE] (Nanobyte, milibits, Keirfabyte) 1 Bit = Binary Digit 8 Bits = 1 Byte 1024 Bytes = 1 Kilobyte 1024 Kilobytes = 1 Megabyte 1024 Megabytes = 1 Gigabyte 1024 Gigabytes = 1 Terabyte 1024 Terabytes = 1 Petabyte 1024 Petabytes = 1 Exabyte 1024 Exabytes = 1 Zettabyte 1024 Zettabytes = 1 Yottabyte 1024 Yottabytes = 1 Brontobyte 1024 Brontobytes = 1 Geopbyte 1024 Geopbytes = 1 Saganbyte 1024 Saganbytes = 1 Pijabyte 1024 Pijabytes = 1 Alphabyte 1024 Alphabytes = 1 ??? More fun facts: 1 petabit equals one quadrillion bytes. (Petabit is the one over terra) There's 1000000000000000000000000000000000000000 bytes in an alphabyte. (Edit: That's 1 Duodecillion)
1024 Alphabytes... one day, one day...
[QUOTE=funnymuffin;16093175]1024 Alphabytes... one day, one day...[/QUOTE] I wonder what they will call 1024 Alphabytes... Frost byte? Holy shit byte? 1 kilo*newexpression*? Random note: it's 13:37 o' clock here now.
Kryatbyte
[QUOTE=ZemogT;16093377]I wonder what they will call 1024 Alphabytes... Frost byte? Holy shit byte? 1 kilo*newexpression*?[/QUOTE] Kiloalphas :P
Killerbytes
I just found out that 1 Alphabyte is one Duodecillion bytes... yup. I wonder what they will call the byte with Trillquadquintsexsepoctnondecundecduo alphabytes in it? And, yes, that is in fact a number. It's the largest number known to mankind. [url=http://wiki.answers.com/Q/What_comes_after_trillquadquintsexsepoctnondecundecduo...]Source[/url] [url=http://wiki.answers.com/Q/What_numbers_come_after_centillion]Source 2[/url] Just imagine a Trillquadquintsexsepoctnondecundecduo-alphabyte texture file, graphics card or RAM. EDIT: A number with one Trillquadquintsexsepoctnondecundecduo 0's in it, if printed out (font: Arial, size: 11) and the paper was stacked on top of eachother it would probably be larger then the universe we know, and pass any length any teloscope has ever seen. EDIT: EDIT: A number with a trillquadquintsexsepoctnondecundecduo trillquadquintsexsepoctnondecundecduo trillquadquintsexsepoctnondecundecduo's in it alphatrillquadquintsexsepoctnondecundecduo graphiccard... HOLY ****!
[QUOTE=ZemogT;16094906]I just found out that 1 Alphabyte is one Duodecillion bytes... yup. I wonder what they will call the byte with Trillquadquintsexsepoctnondecundecduo alphabytes in it? And, yes, that is in fact a number. It's the largest number known to mankind. [url=http://wiki.answers.com/Q/What_comes_after_trillquadquintsexsepoctnondecundecduo...]Source[/url][/QUOTE] Trillquadquintsexsepoctnondecundecduo + 1. i win.
[QUOTE=funnymuffin;16094966]Trillquadquintsexsepoctnondecundecduo + 1. i win.[/QUOTE] Your avatar fits. EDIT: Betabytes? Garrybyte?
After an Alphabyte I expect there will be a Betabyte, then a Gammabyte, etc.
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