Thanks. I recently heard about flops but wasn’t sure what they were. I was wondering if it could be the number of 1s and 0s switching to one or the other, but this is a whole lot more involved. I think it’s interesting. When it comes to computers listing flops, not just on the cpu or gpu, like flops of a supercomputer, are those cpu flops, gpu flops, all the flops of all flop capable parts combined? How do flops play a part when not dealing with math, but let’s say a video game?
@@robertbutcher222 Flops on any device are the same thing. When you have a supercomputer claiming X amount of flops, that's just the total usable amount availabe. It could be cpu and gpu combined, but it's also possible the cpu's aren't used, depends which one it is. gpus are obviously always used if they are present; they wouldn't even be installed otherwise. At higher levels (say running a game) floating point math is involved in a bunch of things, most notably in rendering 3d graphics. Essentially you calculate what a certain 3d space would look like from the perspective of the player. And do this 60 times per second, or however many times the screen refreshes. The calculations done are mostly on floating point numbers.
@@AKIOTV I mean I will publish some of it in Russian in text in one of the tech media outlets with a link to your channel! Although I don't think it will generate more views as my audience doesn't really know English... But it would be insightful!
I want to understand something. If I had 1terabyte of data and had a computer that has a 1GFLOPS processor. How long will it take to process it? Thanks.
@@mryesnno4301 Look, there's no way to figure out how long that data will take to process. "Graphics" is an extremely broad thing; there are loads of types of graphics information to deal with, and there are also loads of possible operations to perform on said information. Generally speaking, it's incredibly difficult to work out how much time an amount of data will take to process based on characteristics of the data and the operations used. When an estimate is given on processing time, that's usually done by processing a small sample, and measuring the time it takes to process that. Based on that information you can then estimate how long a larger batch would take.
very clear explanation, thank you, akio
glad you liked it :)
Lololol I absolutely love your mic stand…… truly epic.
The example in the video consisted of 31 bits actually, that's just a stupid typo, it should have been 32.
Okay dude don't worry u are working hard for us
Thx sir
Probably no one would have noticed anyway :)
this is wounderful thank you for your teaching for now i now know FLOPs.
Very useful and simple. Thanks. You might consider revising the title as "FLOPs for dummies" :)
That's really interesting. I never knew what FLOPs were, glad to have watched this video.
perhaps u just need to look at your dick to know what a flop is.
love your mic set up
very interesting and helpful..... thank you
if the operation is long like (x**y/z) or short like (x+y), will it be the same as one operation? especially when the long one is a variable
Thanks. I recently heard about flops but wasn’t sure what they were. I was wondering if it could be the number of 1s and 0s switching to one or the other, but this is a whole lot more involved. I think it’s interesting.
When it comes to computers listing flops, not just on the cpu or gpu, like flops of a supercomputer, are those cpu flops, gpu flops, all the flops of all flop capable parts combined? How do flops play a part when not dealing with math, but let’s say a video game?
@@robertbutcher222 Flops on any device are the same thing. When you have a supercomputer claiming X amount of flops, that's just the total usable amount availabe. It could be cpu and gpu combined, but it's also possible the cpu's aren't used, depends which one it is. gpus are obviously always used if they are present; they wouldn't even be installed otherwise.
At higher levels (say running a game) floating point math is involved in a bunch of things, most notably in rendering 3d graphics. Essentially you calculate what a certain 3d space would look like from the perspective of the player. And do this 60 times per second, or however many times the screen refreshes. The calculations done are mostly on floating point numbers.
@@AKIOTV Thanks. It’s interesting how gpus do x flops so fast, along with every computer part doing many things so fast.
Thanks! :)
Perfect❤
Nice explanation
in the last number, shouldn't the exponent be negative?
yep
Great content, as always, easy to digest. Would you mind if I translate some of it in Russian?
You mean using Russian subtitles or something?
@@AKIOTV I mean I will publish some of it in Russian in text in one of the tech media outlets with a link to your channel! Although I don't think it will generate more views as my audience doesn't really know English... But it would be insightful!
@@abatollo Sure
@@AKIOTV thanks! Your content is one if the best I've seen. Simple to undersrand complicated subjects.
I want to understand something. If I had 1terabyte of data and had a computer that has a 1GFLOPS processor. How long will it take to process it? Thanks.
that depends entirely on the type of data, and the operations that you want to perform on them.
@@AKIOTV Lets say the data is graphics rendering and the operation is to rendering. Thanks
@@mryesnno4301 Look, there's no way to figure out how long that data will take to process. "Graphics" is an extremely broad thing; there are loads of types of graphics information to deal with, and there are also loads of possible operations to perform on said information. Generally speaking, it's incredibly difficult to work out how much time an amount of data will take to process based on characteristics of the data and the operations used.
When an estimate is given on processing time, that's usually done by processing a small sample, and measuring the time it takes to process that. Based on that information you can then estimate how long a larger batch would take.
@@AKIOTV thanks