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SchwarzKatze

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yea, couldnt recall exactly what it was :)
We're assuming so since we're talking about a 4GB barrier instead of a 2GB barrier, which was the old HoI3 executable's limit.

That problem is that on a 32 bit OS, the 4g limit is on the OS level, so a program should not be able to address 4g by itself, instead, it is bounded by disabling/reserving the top bit, which limit it to 2g, and then the OS can ensure that it reserves enough memory for itself without invading each program.

However, on a 64 bit OS, a process using up all of the 32 bit address space is not a problem, since the OS has a even larger address space. Fortunately, the 2g limit was handled by a single flag in the same place for all Win32 programs, so there are some universal 4g enablers out there that allow a 32 bit program to use all 4g of address space.
 
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Kitsuka

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For those talking about network stack issues and other such things that deal directly with actual hardware keep in mind that those are write in kernel drivers which must be compiled for the native systems bitness. At some point a 32 bit program running on a 64 bit system will need to be translated trough WoW64 for any system related calls.
 
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Gwayne

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I am btw very pleased that the discussion is civil and interesting. So thank all of you for that.

But until Johan announces the future plans of paradox on this I think we are just discussing for the sake of discussing. :)

I would like to hear something about the technical plans for say, the next 5 years. When I looked at the lineup for games for next year, I was surprised to see that most of then are actually 64 bits.

The fact that Crysis 3 did not sell well has from my point of view more to do with how they sold the game then the nature of the game being 64 bits. No steam, no big sales. ;-)

Also the fact that paradox did more to steam shows that they are willing to the risk of lower sales if they see an advantage in the longer run.

So the discussion that the risk of a potential lower sales is not really a good one. People who do not have 64 bits systems now will have them in the future.

By then they will wait for steam sales anyway. :)
 
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Daelyn75

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The 64 bits have won! Change the whole game, starting from scratch now! We'll see HOI IV in the year 2020.

Yes, it was a joke.
 
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Swinds

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I am btw very pleased that the discussion is civil and interesting. So thank all of you for that.

But until Johan announces the future plans of paradox on this I think we are just discussing for the sake of discussing. :)

I would like to hear something about the technical plans for say, the next 5 years. When I looked at the lineup for games for next year, I was surprised to see that most of then are actually 64 bits.

The fact that Crysis 3 did not sell well has from my point of view more to do with how they sold the game then the nature of the game being 64 bits. No steam, no big sales. ;-)

Also the fact that paradox did more to steam shows that they are willing to the risk of lower sales if they see an advantage in the longer run.

So the discussion that the risk of a potential lower sales is not really a good one. People who do not have 64 bits systems now will have them in the future.

By then they will wait for steam sales anyway. :)

The fact PDX are supporting Linux shows that they takes risks too. I support Linux systems so Steam OS (Linux Mint) is an itch I am going to have to look at.

However the point you make about 'lower sales is not a good one' is not backed up by Podacat's comment on the issue. He stated that they decided to use 32bits because 10% of people still use a 32bit OS. Secondly PDX have been in a financial interesting area and there were stories of problems. I believe this is a valid point. Which might also explain the original release date.

Crysis is a really interesting story with many many things that can be talked about. I loved Farcry it was such a good game even if some people did not like the monsters. Crysis had game play issues but the issue that most interests me is the fact they over spec'ed the Game so that most people could not see the Game as we could see in the magazines and screen shots.

There are very few games that make people upgrade their platform. Especially now with the Playstation 4 and Xbox one. £300 for a Graphics card or £300 for an entire system. Releasing a Game expecting people to upgrade to play it is a bad idea. Releasing a game that starts off ignoring 10% of the possible buyers is one PDX thought was a bad idea.

Hopefully Windows 10 / Steam OS will mean that PDX 64bit engines will be the norm in the future.

Another point is people are only going to play the mod if the original game is good otherwise people will put the game down and not play it again. I'd love to know the stats on HoI3 for time people played the game after buying it.
 
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jaava

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Actually read the post from TheBloke. Look at the pictures and realize they fly in the face of your theory that the CW engine is well multi-threaded.

I really cannot see what you claim to see. And my personal experience with the performance gain also disagrees with you. Of course it depends on what you mean with "well multi-threaded". Some software can be so well threaded that it really divides almost equally to the cores. However I have never seen a game like that and I honestly cannot think of a way to build any game to work like that. Also, if a program uses 1 core 80% and 2 cores 40% the program would not run any faster if it used 4 cores 40% instead even though that would arguably be better multithreaded.

Actually I would not like any game to use all my computer cores. Nice to be able to open a browser or listen to music without sharing resources with some huge CPU eating game.

Someone asked if anyone is a software developer. I am. Although not a game programmer. I do algorithms stuff mostly.
 
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KiwiNoob

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I really cannot see what you claim to see. And my personal experience with the performance gain also disagrees with you. Of course it depends on what you mean with "well multi-threaded". Some software can be so well threaded that it really divides almost equally to the cores. However I have never seen a game like that and I honestly cannot think of a way to build any game to work like that. Also, if a program uses 1 core 80% and 2 cores 40% the program would not run any faster if it used 4 cores 40% instead even though that would arguably be better multithreaded.

The idea is not to spread the work around. The idea is to do more work.

If you have 1200 things to calculate every 'day' in game and each core calculates 100 things per second then (as CW is pretty much 1 core) currently CW can manage 1 day every 12 seconds.

With 2 cores it can manage a 'day' in 6 seconds or with 3 cores, 4 seconds.

More importantly, another way of looking at it is that when things get saucy later on in the game and there is now 3600 things to calculate every day we're looking at 36s/18s/12s respectively.

I realize this has taken the thread off course but since people were wanting performance gains this is where it's at. You need more cores, doing more calculations. Currently there is pretty much 1 core at work. Would be nice to see more.
 

spacemarine658

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I realize this has taken the thread off course but since people were wanting performance gains this is where it's at. You need more cores, doing more calculations. Currently there is pretty much 1 core at work. Would be nice to see more.

lol yeah the original point of this was just for my own professional curiosity