Being 64 bit is not the issue with the PS4, underneath although the new consoles are virtually below budget PCs they operate differently at a operating systems level so any code made for a PC would be not be easily modified for a PS4 and vice versa.
Edit: the game engine runs terrific, I can stand in Revenant's Toll with 50-100+ people and my frames don't take a noticeable dip. With everything max but shadows and AA it doesn't even use 1GB of RAM. I wish other games were like that. 64 bit would introduce very little at this moment in time.
Last edited by Saccharin; 07-07-2014 at 03:44 AM.


If I recall correctly he mentioned something that the client for ps4 is essentially the pc client ported and edited. Which would mean you could do the same thing, but backwards for a 64-bit pc client >_>; (To save time)
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.
True they are basically budget PC's. The whole reason PS4 and xbox moved to the AMD Jaquar architecture was for x86 compatibility with PC's and portability. There is no difference in the microcode between PC's and XBOX or PS4. The only differences are in the custom libraries for the OS, which, at their core all compile to the same instruction set. Porting is really easy when it comes to graphics and core mechanics. OS specific features that relate to the inter-operation of the game with the OS are another matter.
64 bit optimized client and HQ textures would be awesome for people who had PC's that could actually take advantage of it.
+1 to seeing it happen. =p
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