The memory limitations probably refer to ui memory on client machines, not servers, as they have to work with 32bit os limitations in mind until they can cancel support for that like they did ps3.





The memory limitations probably refer to ui memory on client machines, not servers, as they have to work with 32bit os limitations in mind until they can cancel support for that like they did ps3.
So how does the 32 bit limit the UI? does it have to do with the menu bloat the TC spoke about? We really need more information so we can have better suggestions =/





Amount of RAM that can be allocated. 32 bit OS only recognize 3.86 gigs ish of ram, which means a game has to use less. Xiv uses between 800mb and 1.3 gigs of ram. Depending on number of people loaded on screen. Increasing the amount of ram the client can use means more things they can add client side, in the forum of ui updates, and the like.
This is why 32 bit windows vista was awful. it required about a gig to run the oa itself, so pc manufacturers would put 1 gig in. Then people wondered why their pcs were super slow when they ran anything other than just the os



Also, back in beta, Yoshida did say that every feature of the UI has to be such that they can maintain the rate at which UI elements are updated. So it's not just low-spec memory ceiling.
I think this is why there are certain UI elements that simply don't update unless you re-open that window completely. For example the fishing log simply isn't updated at all except when opening it. But I'm only guessing.
Personally I think the real problem is with their design philosophy that everyone must suffer the same as the player with the worst spec. They love this equally-poor justice. They just don't want people who have the money to invest in hardware (i.e. any of the "more serious" players) to enjoy a better gaming experience.
Yoshida doesn't hate you. He hates all of us.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway

Yet other mmos with 32-bit clients manage to have an astounding lack of inventory issues.

I think the issues you point out might have more to do with how the server and client talk to each other than with memory issues.Also, back in beta, Yoshida did say that every feature of the UI has to be such that they can maintain the rate at which UI elements are updated. So it's not just low-spec memory ceiling.
I think this is why there are certain UI elements that simply don't update unless you re-open that window completely. For example the fishing log simply isn't updated at all except when opening it. But I'm only guessing.
Personally I think the real problem is with their design philosophy that everyone must suffer the same as the player with the worst spec. They love this equally-poor justice. They just don't want people who have the money to invest in hardware (i.e. any of the "more serious" players) to enjoy a better gaming experience.
Yoshida doesn't hate you. He hates all of us.
I'll add: Trion made a little post with some user-friendly explanation when they transitioned to a 64-bit client a little over a year ago.
HOWEVER, I will also point out that Rift's update to its wardrobe system actually happened over TWO years ago. Clearly the 32-bit client was plenty sufficient to manage such a feature, and it should NOT be the limitation in FFXIV.
This.



“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway


You can not directly compare two different MMORPG 's unless they use the same engine.I'll add: Trion made a little post with some user-friendly explanation when they transitioned to a 64-bit client a little over a year ago.
HOWEVER, I will also point out that Rift's update to its wardrobe system actually happened over TWO years ago. Clearly the 32-bit client was plenty sufficient to manage such a feature, and it should NOT be the limitation in FFXIV.
This.
When the developers refer to memory limits, they a directly referring to the capacity of the server 's ability to save state. If they recompile a 32bit instance to a 64bit one, that means that it can ACCESS >4GB of memory (disk or RAM), if they recompile the game client for 64bit , that means now the CPU and GPU can access >4GB along with >4GB of disk. Keep in mind that it IS possible to use 64bit pointers on a 32bit CPU, if the OS supports it, which on Windows that primarily is in regard to file sizes. This is why 32bit versions of Windows can't play or record video files over 2GB in certain containers because it is a signed integer in the file system. If you have ever tried to record a video that crosses the 2GB limit using a 32bit video recorder it starts overwriting the video due to overflow.
The client memory limits are in regard to display lists used for rendering objects. In a 32bit client, your CPU can't use the RAM in the GPU or system RAM over 2GB. The OS reserves part of this, and the rest is imposed by the OS. This is why even 64bit software tends to be crunched down to 2GB to stay in RAM. But your game client is not an instance on the server, it can impulsively load data when it needs it, but unless the underlying filesystem is fast (which is rare) this results in stuttering, or textures popping in and out while the page file thrashes.
The question that has to be asked is how long does it take to sync. If FFXIV takes seconds to save state, then the game integrity is hard to damage. But if it takes minutes or hours, then if the game server crashes, the data is stale when it recovers. Add 25 more items (one page) that is 25 more items that have to be synced, per player. Presumably the real reason is the 32bit limits on the client limits is to reduce the bandwidth requirements, hence latency. Is a inventory manipulation packet 1KB, or is it 10KB. Does adding anything to the inventory cause the entire inventory to be synced or just the item?
The V1 client and other MMORPG games generally pushed large packets when you changed inventory, (presumably syncing the entire inventory) and in some of these games it causes seconds of latency, not microseconds , with larger inventory bags.



I think most people have been reasonable to start with. People understand that this game is poorly optimized/designed compared to other MMOs. That's why some of the suggestions are simple solutions. Solutions that take into consideration that maybe the game design can't handle anymore. I have noticed a few tiny changes with stormblood, like removal of carbonized matter. They had a solid two years to look into ways they could fix bloat.
People have also conceded that maybe glamour situations would have to be at a controlled location. Allowing the devs to reduce the stress on servers. Hell at this point I bet people would settle for the aesthetician type interface. Instead they are worried about the app.
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