stewart.leslie76b16_ESO wrote: »It's more to do with memory management and how much data your o/s can write to the memory. A 32 bit o/s can only write data that is 32 bits long to memory, obviously a 64 bit o/s has double the capacity. The problem with running a 32 bit application on a 64 bit o/s is that the o/s will automatically make the length of the data 64 bits long so it is taking up more space without actually using it.
If ESO was to release a 64 bit client, there would be a noticeable change within the game. The client would be able to make full use of your systems resources. This could mean a reduction in lag and load times as well has having more objects on your screen. Those running mid range desktop/ gaming laptop systems may seem some change, but the biggest winners would be those on lower end desktops/laptops as the o/s can make more use of the system RAM.
stewart.leslie76b16_ESO wrote: »It's more to do with memory management and how much data your o/s can write to the memory. A 32 bit o/s can only write data that is 32 bits long to memory, obviously a 64 bit o/s has double the capacity. The problem with running a 32 bit application on a 64 bit o/s is that the o/s will automatically make the length of the data 64 bits long so it is taking up more space without actually using it.
If ESO was to release a 64 bit client, there would be a noticeable change within the game. The client would be able to make full use of your systems resources. This could mean a reduction in lag and load times as well has having more objects on your screen. Those running mid range desktop/ gaming laptop systems may seem some change, but the biggest winners would be those on lower end desktops/laptops as the o/s can make more use of the system RAM.
There is a lot wrong with your post factually.
1. 64-bit can use 2 to the power of 64 memory, 32 can use 2 to the power of 32. It is way more than double.
2. 64-bit OS does NOT "automatically make the length of the data 64-bits" whatever this is suppose to mean.
3. The biggest winners would NOT be low end systems, it would be high-end systems with lots of RAM.
stewart.leslie76b16_ESO wrote: »stewart.leslie76b16_ESO wrote: »It's more to do with memory management and how much data your o/s can write to the memory. A 32 bit o/s can only write data that is 32 bits long to memory, obviously a 64 bit o/s has double the capacity. The problem with running a 32 bit application on a 64 bit o/s is that the o/s will automatically make the length of the data 64 bits long so it is taking up more space without actually using it.
If ESO was to release a 64 bit client, there would be a noticeable change within the game. The client would be able to make full use of your systems resources. This could mean a reduction in lag and load times as well has having more objects on your screen. Those running mid range desktop/ gaming laptop systems may seem some change, but the biggest winners would be those on lower end desktops/laptops as the o/s can make more use of the system RAM.
There is a lot wrong with your post factually.
1. 64-bit can use 2 to the power of 64 memory, 32 can use 2 to the power of 32. It is way more than double.
2. 64-bit OS does NOT "automatically make the length of the data 64-bits" whatever this is suppose to mean.
3. The biggest winners would NOT be low end systems, it would be high-end systems with lots of RAM.
Do you write code? Because I did. When you declare your variables and constants you are stating the length of that data (example Dim result as integer). However what the o/s does is automatically assign memory length allocation to 32 bit for 32 bit o/s and 64 bit for 64 bit o/s. You can declare your variable as boolean which is only 1 bit, but the o/s has reserved 32/64 bit for it. I described it in layman terms, it's pointless go technical. However, if you do write code, no doubt you've seen just like myself some very poorly written code where memory management was not even considered. An o/s does a lot of things to make sure even poorly written applications are able to run. The length I mentioned was the physical length of the data. but yes, the size of the data held is far greater as you state.
As for you 3rd point. I don't think they would notice a change at all. For me high end is liquid cooled, dual graphic cards (seen a few websites offering triple), SSD, enough RAM to hold the FBI database, basically a system that most on minimum wage will never see. I know a few with systems like that in game and they are running at 70-80 fps, latency around 110 mark.
Now I'm running a 64 bit o/s with on board graphics card and 4GB of RAM. When running the game I'm using 3.6 GB of RAM. Now I can double my RAM but I won't see any improvement. But, with a 64 bit client and myself doubling the RAM I would see a massive improvement mainly in the time it takes to render the image on my screen (not sure what it is, but for some reason it takes a while for a catapult to appear on my screen, all other siege no problems). But everyone is entitled to their own theory until it is contested and proven. RAM prices are dirt cheap atm, so even low end machines can have a lot of RAM.
I will state though that everything I've been taught and worked on is on Microsoft base systems, I do believe Linux and OSX handle memory differently
stewart.leslie76b16_ESO wrote: »@Rexlupis I didn't know about the benefits to the CPU to be honest, to be honest I thought that was already dealt with already.