3 ms·
I feel like a lot of these issues will disappear for a long time, after the switch to 64 bits: bits max value 8 bits 255 16 bits 65_535 32 bits
by KronisLV 4y ago
I feel like a lot of these issues will disappear for a long time, after the switch to 64 bits:
bits max value
8 bits 255
16 bits 65_535
32 bits 4_294_967_295
64 bits 18_446_744_073_709_551_615
128 bits 340_282_366_920_938_463_463_374_607_431_768_211_455
And that applies to most things:
time stamps: 64 bits can fit hundreds of billions of years (longer than the age of the universe)
IP addresses: an address for every device, no more CGNAT, the block assignment sizes are mindboggling (/64)
DB primary keys: it's unlikely that most systems out there will need more than 18 quintillion records
coordinates: whether you're working on video game worlds, or simulations, this is probably accurate enough for floating point calculations and storage
hardware: millions of TB of RAM is also likely to be sufficient when using 64 bit OSes
I feel like once the switch is made in most places, we're all going to have a more relaxed experience for a while.
For example, currently if I try to create a game where the game engine uses 32 bit floats, then after a certain distance away from the scene root point, the physics break down a bit due to the decreasing accuracy. That's how you get the complexity of floating origin systems where you reset the camera/player back to the root point, alongside everything else relative to them, after they've moved a certain distance away. With 64 bit values, there would be no need for the complexity of such workarounds. And it's pretty much the same for computer networking (the whole NAT/CGNAT thing), dates and everything else, where you actually run into the limitation of 32 bits not being enough.
- trinovantes 4y agoDownside is you lose a fair amount of performance switching to 64 bit floats especially on low-end hardware
- KronisLV 4y ago> Downside is you lose a fair amount of performance switching to 64 bit floats especially on low-end hardware Think we'll run into a bit of a plateau eventually? I mean, once we support 64 bit, in many domains we won't need to go much further, which means that hardware just needs to catch up. Of course, Moore's law is somewhat dead otherwise and Wirth's law is still very much alive, so that's a bit worrying, but I can feasibly imagine eventually getting to a point where 64 bit makes sense in most cases (maybe even embedded in a few decades, who knows) and that's that.
- incrudible 4y agoAre you aware of any (very) low end hardware in the field crunching dates to the point where this matters?
- Narishma 4y agoThey were talking about game engines, not dates.
- KronisLV 4y agoHmm, well I'd have to say that something like smart watches could be a candidate for this being an issue - if not because of compute reasons, then definitely because of storage. Those that don't run Android but rather some bespoke software and store time series data until you sync the device with your phone - there's only so much storage that you can (cheaply) put into such a device, so 32 vs 64 bit would mean essentially halving how much data you can store.