Isn't that typical for a 32-bit app that is not large address aware?As I posted in another thread there seems to be a compiler problem with the settings for memory management which limits the usage to 2GB. I do not know if this is intentional but it reduces the ability to preload content (which is to prevent sudden stuttering from hdd-loads). Adding DX11 support is no big deal (just a few code "Find and replace" actions) but that won't optimize anything. They would have to rewrite things like AO, DoF, Physics, etc. which is alot of work if you didn't write the original code. These optimizations will be useless for the PS3 version.
Forgive me, I'm more of a hardware guy than a software guy and my programming (and 3D modeling) experience barely extend past brainbench And CompTIA
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
Is there a way SE can be cost efficient and satisfy both the PC users and still accommodate the potential PS3 players?
The potential PS3 player base could possibly be more rewarding financially...
but you know what they say about a bird in the hand....
The PS3 version isn't even out yet and we're already being subjected to its limitations. Great.When taking into consideration the performance of the PlayStation 3 version
Yes, it's not set by default for 32-bit applications. But applications that use lots of resources should have it enabled. Sadly most devs just forget to set it :P
More SE spin... they might as well've developed this game solely for console.
I thought DX10/11 was already popular.... its been avaliable for a good while now. ever since what... GTX XXX series and Raedon HD XXXX series?
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