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Introducing The 64-Bit Mwo Client!


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#141 Jody Von Jedi

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Posted 19 December 2014 - 01:47 PM

View PostDarth Futuza, on 19 December 2014 - 01:36 PM, said:

Question for someone who hasn't tried it yet, can you have both 32bit and 64bit installed (without copy/pasting MWO files) at the same time, or does the launcher only allow one?


Same client for both 32 or 64. If you click the gear icon on the launcher (where you would see a patch downloading if there was one), it will give you the option of choosing which version to run.

#142 Darth Futuza

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Posted 19 December 2014 - 02:00 PM

View PostChann Luf, on 19 December 2014 - 01:50 PM, said:

Well it runs without any problems but don't get any improvements either.
Still having random FPS drops to 30. Very poor performance compared to other Cryengine Games.

I7-3770k
16gb DDR3
R295x
5760x1080

Is that only happening on CW or everything?

#143 GargoyleKDR

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Posted 19 December 2014 - 02:02 PM

Oddly, I'm getting inferior rendering in the Mech Lab under 64 bit than 32 bit. It is odd because I have a 64 bit OS (Win 8.1), GTX 780 Ti running the 64 bit 344.75 driver, 32 GB of RAM, and get over 60 fps while using the 32 bit client with DX11 under the "Very High" settings. Everything I can think of indicates I should be able to run the 64 bit client with no problems. However, the text in the Mech Lab or Configuration screens look ugly in 64 bit.

#144 Void2258

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Posted 19 December 2014 - 02:03 PM

View Postcrustydog, on 19 December 2014 - 05:10 AM, said:

There is a trick in Windows that does away with that privilege thing for all of your programs - I don't remember exactly how - but it is in the advanced settings of the privileges (control panel) somewhere.

I did that for all programs on my machine and privileges are no longer an issue in my life - thank god.


Yes and now your PC is very insecure. UAC exists to stop malicious stuff. Every other online game I play (LoL, Smite, OMDU, etc.) can run without elevated privileges. MWO shouldn't do anything that NEEDS elevated privileges. It's just bad coding if it does, and it makes my computer less secure every time I load the game.

#145 Deathlike

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Posted 19 December 2014 - 02:06 PM

View PostFooby, on 19 December 2014 - 07:53 AM, said:

is XP x64 not supported? I get the loading mechlab screen for a about 5 seconds before the program terminates. Yes the C++ and DX 9c are installed (or newer versions)


Probably not. It's hard to validate for an OS version (not just XP, but ontop of the "64-bit version") that a small population uses (most users run XP 32-bit).

It's a sad moment to say that upgrading to Windows 7 or better will help you out.


View PostGargoyleKDR, on 19 December 2014 - 02:02 PM, said:

Oddly, I'm getting inferior rendering in the Mech Lab under 64 bit than 32 bit. It is odd because I have a 64 bit OS (Win 8.1), GTX 780 Ti running the 64 bit 344.75 driver, 32 GB of RAM, and get over 60 fps while using the 32 bit client with DX11 under the "Very High" settings. Everything I can think of indicates I should be able to run the 64 bit client with no problems. However, the text in the Mech Lab or Configuration screens look ugly in 64 bit.


There are oddities in 64-bit (textures are weird at times), so that should be expected for now. Hopefully that'll be addressed ASAP in the new year.

#146 The Mourning Star

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Posted 19 December 2014 - 02:13 PM

Ya no joke, my system is pretty sick so I was concerned with the problems I was having. Also was not aware that it was only a 32-bit program at the time. Good looks PGI.

#147 GargoyleKDR

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Posted 19 December 2014 - 02:50 PM

I ran the repair tool to see if it had any effect. It found that shadersbin.pak had an issue, and I repaired it. After that I reran the client at 64 bit. It was still not working properly. Next I started testing the full screen versus full window versus windowed mode. In Full Window mode it freaked out on my 1920x1080 resolution. It was displaying the game in such a way that it looked like my monitor was only showing the center part of the game window. All the buttons top, left, and bottom were off the screen. I had to manually set my Nvidia resolution to a big enough size that I could open the options menu to force a reset to default video settings. After it was reset the 64 bit client started displaying properly. I was then able to set it back to 1920x1080 with Very High settings and "auto" for the DX detection. Now I'm seeing the 64 bit client in the same way the 32 bit was displaying (meaning the fuzzy text is now crisp and clean).

#148 Detriitus

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Posted 19 December 2014 - 03:54 PM

This got me from 15-35 fps on low settings to 25-50 fps on medium/high.

Thanks a bunch!!

#149 ShinVector

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Posted 19 December 2014 - 11:00 PM

View PostFooby, on 19 December 2014 - 07:53 AM, said:

is XP x64 not supported? I get the loading mechlab screen for a about 5 seconds before the program terminates. Yes the C++ and DX 9c are installed (or newer versions)


Time to ask the question.
Why would any company support an OS that Microsoft themselves is no longer supporting ?

http://support2.micr...n=en-gb&c2=1173

#150 Tarl Cabot

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Posted 19 December 2014 - 11:22 PM

http://mwomercs.com/...our-enntire-pc/

#151 Dagorlad13

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Posted 20 December 2014 - 02:34 AM

View PostShinVector, on 19 December 2014 - 11:00 PM, said:


Time to ask the question.
Why would any company support an OS that Microsoft themselves is no longer supporting ?

http://support2.micr...n=en-gb&c2=1173



Because XP was arguably the best OS MS every put out (although 7 is the new XP). Hopefully 10 will be the next good MS OS. And there is a 64bit XP. Hopefully you guys know that 64bit is useless unless you have more than 3GB of system ram and a CPU with 64bit extensions.

Edited by IronClaws, 20 December 2014 - 02:37 AM.


#152 ShinVector

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Posted 20 December 2014 - 03:36 AM

View PostIronClaws, on 20 December 2014 - 02:34 AM, said:



Because XP was arguably the best OS MS every put out (although 7 is the new XP). Hopefully 10 will be the next good MS OS. And there is a 64bit XP. Hopefully you guys know that 64bit is useless unless you have more than 3GB of system ram and a CPU with 64bit extensions.


The transition from 32 bit to 64 bit took a while... It is quite safe to say now that 64 bit is the de-facto standard for PC.
So much so, that even smartphone/pads are now moving to 64bit cpus....

Especially for gaming... Pretty sure a great number of people (maybe 50%) are running modern 64bit capable CPU with 16GB ram as standard.

Also take note that newer games might be 64bit only... I only at least one is already.
Win8.1 Pro is ok.... Turned back to desktop as much as I could. Hopefully Win10 is better and hopefully the idiots that MS tried to force UAC and Metro UI down our throat are long gone.

Edited by ShinVector, 20 December 2014 - 03:36 AM.


#153 Mr D One

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Posted 20 December 2014 - 03:45 AM

So far, so good...

Mech-Cellent!

Win 7 64 bit - i5, 16 GB RAM, 128GB SSD, GTX 980 4GB.

#154 Bront

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Posted 21 December 2014 - 06:46 AM

View PostWookiemart, on 18 December 2014 - 11:04 AM, said:

Does this mean AMD owners are going to get the shaft again?


Why? AMD pioneered x64 architecture.

#155 Bront

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Posted 21 December 2014 - 07:03 AM

So far, better framerates in the mech lab (just over 10%), fewer dips in frame rate since I cleared the shader cache, and it so far doesn't seem to deteriorate regularly with the shader cache like the 32 bit client did. It also alt-tabs smoother.

I had one crash to desktop, but otherwise, it's been solid.

#156 Motörhead

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Posted 21 December 2014 - 12:13 PM

Alt+ENTER doesn't work in DX11 but does in DX9, is the combo different in DX11?

#157 MovinTarget

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Posted 21 December 2014 - 04:27 PM

Been using 64 bit client on dell precision i7 lappy since it dropped... seems smother with slightly better fr and less client freezes... in fact I can'tell remember the last time it froze mid-match.
on the other hand, i've had two matches where the client ended right when connecting to match. I'll take that over the freezes since I have 90 seconds to reconnect before match starts... but never happened before....

#158 Jabilo

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Posted 21 December 2014 - 04:50 PM

A few glitches here and there but mostly stable.

Memory usage seems to get out of hand though.

For example I can play a map and use only 1 - 2gb of RAM.

By the time that map rolls around again after a heavy play session my usage in MWO is up to nearly 3GB.

Obviously if it is making good use of that memory then that is awesome, but when memory usage increases slowly over a heavy play session and goes back to normal after you restart the game, then that makes me suspicious of a memory leak.

On the other hand the game feels a little smoother. The FPS is still in the toilet on CW, but it seems as though frame timings have improved - i.e. less random irregular stutter. Hopefully the game is caching more information and accessing my SSD less.

#159 PFC Carsten

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Posted 22 December 2014 - 01:35 AM

Please make 64 bit your main branch and consider developing new maps for it. With at least twice the amount of memory to work with, new dimensions (I mean in scale) would be possible.

EVERY CPU sold in the last years that is remotely capable of running MWO is also 64-bit capable, so it's only a matter of OS (which in case of Win8 is not hard-bound by bitness, I think.

PGI, can you not include a detection into MWO in order to detect the spread of 64 bit OS so you can make an educated choice to move over to 64 bit entirely?

#160 POWR

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Posted 22 December 2014 - 02:50 AM

View PostTvrdoglavi, on 19 December 2014 - 03:55 AM, said:

It's funny how I never realized that this was a 32bit application. All this time I thought I was using all of my 32 GB of ram. Can't wait to try it out.

It's kinda funny that you made the choice to buy a system with 32gb RAM but don't know how applications use it.





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