The games bought from Steam Store are ALL 32bit piece of software.
It seems that the right choice for build target should be x86.
Or there’s 64bit games already?
I’m wondering what’s your build setting for your current and past project?
The games bought from Steam Store are ALL 32bit piece of software.
It seems that the right choice for build target should be x86.
Or there’s 64bit games already?
I’m wondering what’s your build setting for your current and past project?
I always use x86_64. Never really looked into it, but guess it makes it 64bit? Idk though lol. Just always used it just because I see 64 in it lol.
x86_64 will only run on 64bit machine…
For some reason, my x86_64 builds for Windows are fubar, while the x86 vanilla works fine. I do use the former on OS X and Linux without issue, though.
So far, any settings works fine both on Windows and OSX, haven’t tried on Linux though.
I did not realize the different until I actually do a Google search for it and then I was curious why it’s there in the first place thus why this thread.
How your x86_64 went f/u?
It doesn’t run at all or crippled graphic?
A little out of topic, when you mentioned Linux, I guess it’s Ubuntu.
Am I right?
If your game process needs to access more than 2GB of RAM than you need x64, otherwise you probably don’t and are only alienating the potential customers who run a 32-bit versions of Windows (a dying breed though for sure.)
For Folk Tale on Windows we compile both 32-bit and 64-bit standalone versions. Then on steam we set up separate depots and set the target architecture for each. The Steam client is smart enough to download the correct version. You have to make sure you include the depots in the product under the store settings. It can be a bit confusing, so if in doubt ask a Steam tech support for assistance.
Given what a PITA 32-bit restrictions are, avoid if possible and go exclusively 64-bit. It’ll save you a great number of headaches.
For Folk Tale, what ratio did you see of downloads of 32 bit vs 64 bit?
In a world where currently outdated cellphones have 2GB of RAM, I think people should upgrade to at least 3.
Indeed. I’ve got 16GB of ram and even that’s proven time and time again to be not nearly enough. Going for 128GB of DDR4 for my next build.
I do want to point out that I’m talking about the “2GB per process” limitation of standard 32-bit Windows. It’s 4GB of TOTAL system memory that is supported on 32-bit Windows, while 2GB is the limit that a process/program can use. Of course there are ways to get around those limits even on 32-bit Windows (address extensions) but you might as well go 64-bit if your game is nearing the 2GB RAM usage limit.
Consumer-oriented 64-bit hardware and software started becoming common around 2006. I can’t help but feel like those sticking to 32-bit are either stubborn or unlikely to be able to afford games and the hardware for them.
@ my 2012 mac laptop has 16GB of RAM. So does my 2014 gigabyte laptop. I’m seeing more people discuss 32-64 and fewer mentions of 128. Why is no one asking for 256?
I wonder how much memory my [future] carmat heart will have <3
@Ryiah There’s constantly deals on decent gaming machines on websites like ibuypower-and-then-RMA-3-times. People who want to game on a low budget should get a console or wait for steamOS to happen.
But then Unity only build to 32 or 64bit.
64-bit Windows 7 Pro can only address up to 192 GB of RAM, which is maybe one reason why 256GB isn’t brought up more, along with prohibitive expense and lack of motherboards or even ram sets truly supporting it. It’s easier to accomplish server-side, but then that’s a whole different ball game.
64-bit Windows 8 Pro can address up to 512 GB of RAM. Supposedly Windows 10 Pro is the same.
64-bit applications/processes can in theory access up to 8__TB__ of RAM, but obviously that’s not really the usable cap. So Unity’s 64-bit builds should last through awhile. I don’t see 128-bit computing to be very necessary or realistic for a long while, but who knows?
EDIT: and I do realize there are 128-bit chips, but I mean x86 compatible mainstream gaming CPUs. Not likely at all.
While planning my next computer build I noticed that the motherboards designed for DDR4 are now sporting eight slots rather than the four slots that DDR3 boards had. Additionally the current capacity per stick is now 32GB (at ~$450). If someone actually wanted to do so they could easily hit 256GB with a non-server board.
I’m glad Microsoft has decided to use much more reasonable limits on memory. We’re rapidly approaching the point where the memory cap of Windows 7 Home Premium is not only easily achieved but affordable.
Universal.
I imagine Dying Light unoptimized would approach that cap. You see that crazy original system requirements?
I’m happy with 256 or 512. 198 just isn’t binary enough for me. I prefer my memory only need a single 1 to represent.
I use 32GB in desktop computers. In servers, I always use a lot more than that. With server operations (large databases, virtualization, custom storage SAN units, etc), it is easy to effectively use 256GB of RAM per physical node. In a desktop situation, there are few times where we would benefit from having that much memory.
Also, servers typically need to run registered ECC RAM when using that much RAM. Registered memory offers less performance, but allows for more stability when dealing with lots of RAM. If you ran registered RAM in a desktop PC, your games would run slightly slower due to the overhead of registered memory. So honestly, you would be better off performance wise with a 32GB desktop system that did not use registered memory.
Technically speaking, a users could install 256GB of RAM in some non-server boards, but it might not be stable. Registered ECC RAM is usually required to get stability with 256GB of RAM.