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I'm not aware of instructions that have this implementation defined behavior risk in non-SIMD code, and you can be sure that Intel has tested this. If Microsoft had shipped a non-SIMD version of D3DXMatrixInverse, this bug likely could not have existed (or it would have been caught on the developer's machines).

In this case (games), they probably made the right tradeoff despite the bug. But in general? I don't want to rehash the argument, I'm just really, really glad I'm not the one flipping that switch (or subject to the hordes of HNers who think I'm a monster for not flipping it).



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