Stranglehands wrote: »There was a short glorious period, I think after the craglorn update(?) when I could put my graphics settings to high without it crashing or the textures going screwy. That's all I want out of this 64-bit patch really
sirrmattus wrote: »wait a minute. the game is not currently 64bit???
Few games are, if I'm not mistaken. 64 bit is NOT a performance fix. It mostly helps only if the game needs insane amounts of memory.
My educated guess ist the the active development of the 32-bit branch will eventually be frozen, declared as being deprecated, and then faded out. Until then, major feature updates to the 64-bit client, if applicable, might be backported -- or not.Merlin13KAGL wrote: »The only immediate downside to this is that there will now be 32/64 bit specific bugs that may not occur on the alternate client, giving them twice as much to fix...
Have you personally seen a performance improvement since switching?GW2 added a 64-bit client a few months back and all you had to do was download a few hundred MB or so and just replace the old GW2.exe with the GW2-64.exe. It was pretty easy.
Aside from the a few widespread problems on the first day it has otherwise been pretty smooth. Personally I have had no issues with it at all.
However, to be fair ANET is far, far, far better at finding bugs and squashing them fast, and they seem to be able to just push out patches to the servers on the fly, even while people are still playing. In fact their whole server/client system is superior to any other MMO I have played.
Merlin13KAGL wrote: »People are forgetting it's a different assembly language architecture, too. 64 bit capable commands should (if done right) be more efficient than multiple 32 bit commands to perform the same function.
Merlin13KAGL wrote: »The only immediate downside to this is that there will now be 32/64 bit specific bugs that may not occur on the alternate client, giving them twice as much to fix...
I don't think that is feasible. Client code needs to be exactly the same across versions - barring some improvements specific to a branch - if both are to be used for the same server, otherwise you wouldn't be able to have people on both clients playing together. The only thing they could make different is stuff that doesn't affect the game, e.g. the UI. But I don't think you'd get much improvement from UI changes.KhajitFurTrader wrote: »My educated guess ist the the active development of the 32-bit branch will eventually be frozen, declared as being deprecated, and then faded out. Until then, major feature updates to the 64-bit client, if applicable, might be backported -- or not.Merlin13KAGL wrote: »The only immediate downside to this is that there will now be 32/64 bit specific bugs that may not occur on the alternate client, giving them twice as much to fix...
If you meant the network code needing to be the same on both client versions, you're right. But servers seldom care about which renderers run client-side, or how they manage their memory. For all we know, server code is the same for all client platforms.I don't think that is feasible. Client code needs to be exactly the same across versions - barring some improvements specific to a branch - if both are to be used for the same server, otherwise you wouldn't be able to have people on both clients playing together. The only thing they could make different is stuff that doesn't affect the game, e.g. the UI. But I don't think you'd get much improvement from UI changes.
eventide03b14a_ESO wrote: »Have you personally seen a performance improvement since switching?GW2 added a 64-bit client a few months back and all you had to do was download a few hundred MB or so and just replace the old GW2.exe with the GW2-64.exe. It was pretty easy.
Aside from the a few widespread problems on the first day it has otherwise been pretty smooth. Personally I have had no issues with it at all.
However, to be fair ANET is far, far, far better at finding bugs and squashing them fast, and they seem to be able to just push out patches to the servers on the fly, even while people are still playing. In fact their whole server/client system is superior to any other MMO I have played.
GW2 added a 64-bit client a few months back and all you had to do was download a few hundred MB or so and just replace the old GW2.exe with the GW2-64.exe. It was pretty easy.
Aside from the a few widespread problems on the first day it has otherwise been pretty smooth. Personally I have had no issues with it at all.
However, to be fair ANET is far, far, far better at finding bugs and squashing them fast, and they seem to be able to just push out patches to the servers on the fly, even while people are still playing. In fact their whole server/client system is superior to any other MMO I have played.
WalkingLegacy wrote: »VRAM only bottlenecks you if you're gaming past 1080p. Most 'gaming' GPUs have more than enough VRAM for 1080p. (MSI 970ME)
Upgrading to a SSD does not help much for games built on Hero engine. ToR and now ESO prove my theory on this. I mean, you'll see improvement over a disk but the game still loads poorly when compared to other games.
(I use a Samsung 850 512gb)
The 64bit client should have been developed from the get go. 32bit will be the thing of the past in a few more years.
Will be interesting to see if it actually brings any improvement to client side though. I'm sure if all goes well, all the fixes the push with this DLC will make it look like it was a magic fix from the 64bit client.
AzraelKrieg wrote: »Can someone explain to me what's good about a 64 bit client? No IT knowledge here
The architecture of PC software can place limits on hardware usage. A 32-Bit operating system such as the older versions of Windows (95 through to XP) were 32-bit and limited the amount of usable hardware (RAM was limited to 4GB). 64-bit systems remove that low limitation make it possible for better use of available hardware.
The ESO client is already multi-threaded, i.e. there are multiple threads for background I/O, network I/O, SFX, and of course, the renderer itself (main thread/loop). On OS X, the client utilizes all cores equally, e.g. on a Core i7, I see 25% load on all four physical threads. There are two "features" on Windows that prevent the same behavior: core parking, and the fact that up to and including Direct3D 11, the rendering queue is single-threaded. D3D 12 is going to change this for the first time ever.firstdecan wrote: »I'm surprised no one has asked this yet: Does the implementation of 64 bit include a multi-threaded executable?
Making more memory available won't help ESO that much unless (as others have mentioned) the 64 bit client is going to cache more of the game world. Even then real world performance probably won't improve that much. Using more than one core, on the other hand, would provide a tremendous performance gain.
WalkingLegacy wrote: »VRAM only bottlenecks you if you're gaming past 1080p. Most 'gaming' GPUs have more than enough VRAM for 1080p. (MSI 970ME)
Upgrading to a SSD does not help much for games built on Hero engine. ToR and now ESO prove my theory on this. I mean, you'll see improvement over a disk but the game still loads poorly when compared to other games.
(I use a Samsung 850 512gb)
The 64bit client should have been developed from the get go. 32bit will be the thing of the past in a few more years.
Will be interesting to see if it actually brings any improvement to client side though. I'm sure if all goes well, all the fixes the push with this DLC will make it look like it was a magic fix from the 64bit client.