well, you get the possibility of much more RAM, but I think that's
going to be more of a concern on the client side than the server side.
The server doesn't have to worry about all the memory hungry stuff
like huge textures and sounds, etc. With games like HL2/Far
Cry/Doom3/etc already using more than 1GB of memory sometimes, I don't
imagine it'll be all that long before we're seeing games using 2GB+,
and that'll require 64bit. The server side of things is much less
memory intensive, obviously. I don't think there's much more on the
performance side of things that we'll get from the 64bit stuff.

On 6/3/05, ScratchMonkey <[EMAIL PROTECTED]> wrote:
> --On Friday, June 03, 2005 2:58 AM -0700 Clayton Macleod
> <[EMAIL PROTECTED]> wrote:
>
> > I think they said something like 10-15% faster
> > just be recompiling the current version at the time into a 64-bit
> > binary. Which was probably just from the extra registers it would have
> > access to.
>
> Ryan may have decided that wasn't enough to compensate for the "green"
> nature of the 64-bit tools and the extra support cost they entailed. This
> was at a time when gcc was just starting to learn about AMD64. It's
> optimizer is surely much more mature now.
>
> Apart from more registers, what other benefits are there to 64 bits? I
> wouldn't think the greater dynamic range in coordinate systems would be of
> much value, as the typical game doesn't need to precisely locate a
> gnat-sized point in a star system. ;) It might help with physics when one
> moves into higher derivatives. But I'd guess that's already done in
> floating point anyway, where you've got 80 bits to play with.
>
>
>
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--
Clayton Macleod

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