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  1. #11
    Player Shioban's Avatar
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    Sep 2012
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    Shio Ban
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    Conjurer Lv 90
    Quote Originally Posted by Wildsprite View Post
    its safe to assume you dont really know the technical aspects of computing if you believe a 64 bit client wouldnt handle memory different
    It's safe to assume you haven't read a single thing of what I typed or what any simple documentation will tell you.



    The difference in how memory is handled is fundamentally the same, albeit it faster and more efficient through larger chunks.
    Both 32 bit and 64 bit applications use memory linearly, which is the only point I've made.

    As a 64 bit programme can bundle data more efficient through the CPU cache the less waiting time there is between CPU > Memory, therefore almost doubling the output.
    For some applications this is fantastic, and a great use! However for ARR it's simply not necessary.

    It simply allows for a larger chunk of bits to be processed at once.

    32 bit has a limitation of 2,147,483,647 bits overall, which in terms of system memory is approximately 4GB of RAM.

    64 bit has a limitation of 9,223,372,036,854,775,807 bits overall.

    As ARR is not an application that requires more than 4GB of memory a 64 bit application is not necessary, as the client currently barely uses more than 1-2GB of memory overall.


    Should the developers feel the application requires more than the 32-bit limitation of 4GB of memory, then they'll adjust and allocate the client to do so by producing a new 64-bit build of the engine and the final client build.




    Overall the main point is;

    A 64 bit client would have a semi-decent impact on performance.
    A 64 bit client would require a complete rewrite of the various components required to run the overall game build.
    The current 32 bit client is currently fast and stable enough to provide a fast, efficient client for all to use without issue, therefore there's simply no need to change it.

    Quote Originally Posted by Wildsprite View Post
    DX11 is not all that despite what you want to argue and DX9c is not that far behind it because MS kept updating it due to how many people outright refused to upgrade from windows XP
    I never argued that "DX11 is all that", however it's what the development team are using and what they've always used.

    Why use DX9c when they can use DX11 there's simply no reason to do so now considering as you yourself said it, the vast majority of machines are running 64-bit processors along side a DX11 reliant GPU completely rendering your point as moot.

    If the development team wanted to use OpenGL they could have done so when rebuilding the game from scratch, but they didn't, they stuck with DirectX and that's the only reason I provided the reasons as to why they're using DX11 over OpenGL.




    A lot of people play ARR because it's aesthetically pleasing, the development team feel they could add more to this as per a large community request for "More graphical features and expansion, as well as Higher Resolution Textures".

    You can moan all you want about an unnecessary 64 bit client, but they're not going to add it unless its nessecary which currently it is not.
    (8)
    Last edited by Shioban; 07-07-2014 at 01:49 PM.