Introducing The 64-Bit Mwo Client!
#181
Posted 14 January 2015 - 10:20 PM
Thanks PGI!
#182
Posted 15 January 2015 - 08:30 AM
#183
Posted 15 January 2015 - 08:59 AM
I do not know if it still works, but there was a user.cfg command to force use of GPU RAM(!). you will have to search the exact syntax in the archives though.
r_TexturesStreaming=0 ; This is the syntax used for Cryengine stuff generally, as per Pada Vinson's files.
or maybe
r_textures_streaming=0 ;whatever, check for yourself if this is correct and how it is spelt. I am giving absolutely NO support on this. your baby. In all respects
I do not know if it is disabled, but that comes from the old custom user.cfg made by PGI to help with slowdowns in the Forest Colony map, back in Closed Beta. So to find that, honestly, good luck to you, and may the archives be complete.
And in the first place, the graphics are tuned for 32 bit systems, so do not expect much change.
;DISCLAIMER I am no faulkner, hardly recall this it is so long ago, and I accept no responsibility for anything untoward. FWIW, use at your own risk, etc.
Ok, found an old file.
This is how it looks, and it must be last in the user.cfg
r_TexturesStreaming = 0
Edited by Hammerhai, 15 January 2015 - 09:13 AM.
#184
Posted 15 January 2015 - 03:05 PM
#185
Posted 17 January 2015 - 12:50 AM
Guess it is disabled.
#186
Posted 17 January 2015 - 10:51 AM
Consider the game wants to load a very big texture or level and needs 530 MB of space to allocate for it. But there is no single chunk big enough, as the memory space is fragmented... welcome lower performance and / or crashes.
The 64Bit Client has a huge flat address space, so that there always will be enough free memory chucks, to load something into. But that won't lead to more memory being used. The application wasn't programmed to and a simple compile to 64Bits won't change that.
On the other hand, a game specifically programmed to run only on 64Bit machines will not work on 32Bit systems as there would not be enough free address space even when compiled for 32Bits.
First of all, the 64Bit Client will make it easier for PGI to implement new content and might even prevent some bugs and performance problems in the future. I would not expect more - but of course cheer if there are more advantages ahead.
To sum it up:
A 64Bit version of any game (that also has a 32Bit version) won't use more memory, it won't magically run any faster (for most users) and it won't change anything big right away. But maybe in the future they kill the 32Bit Client and make use of the larger flat memory space.
DestructShawn, on 15 January 2015 - 08:30 AM, said:
#187
Posted 18 January 2015 - 04:59 PM
#188
Posted 19 January 2015 - 04:45 AM
ThunderGodThor, on 18 January 2015 - 04:59 PM, said:
Simply wrong!
I watched CW already using up to 1,4 GB of my VRAM and up to 3,5 GB of RAM
#189
Posted 23 January 2015 - 03:42 PM
Yet a header in MWO says its running 32 bit despite the patch.
Was the 64-Bit update successful or was it removed?
#190
Posted 23 January 2015 - 08:29 PM
Danny Fubar, on 23 January 2015 - 03:42 PM, said:
Yet a header in MWO says its running 32 bit despite the patch.
Was the 64-Bit update successful or was it removed?
You can still run 64-bit. It works fine for the majority of people.
#191
Posted 26 January 2015 - 02:46 AM
Danny Fubar, on 23 January 2015 - 03:42 PM, said:
Yet a header in MWO says its running 32 bit despite the patch.
Was the 64-Bit update successful or was it removed?
Click the cog at the top right of patcher.
#192
Posted 28 January 2015 - 04:16 AM
#193
Posted 22 February 2015 - 02:29 AM
#194
Posted 22 February 2015 - 05:33 AM
Theres lots of older player's here Im 54 I for one played the first Mech games and miss them and old dose not mean old computers I build my own and my 3 son's
I suggest you play Laodout its free and you can run jump kill die re spawn all in 15 seconds you'd be happy there ton's of 12 year old's cursing away good luck to you .
back on topic I run in 64 bit full windowed mod and it stopped crashing or locking up try it guys .
Edited by dr lao, 22 February 2015 - 05:35 AM.
#195
Posted 22 February 2015 - 05:45 PM
THanks for the patch for this 64bit client, did not noticed any great leaps in improvements but in terms of FPS count, perhaps there was like 5 FPS bump up...however, the LRM storm sudden drop to 2 frames has been slightly improved to about 12 frames when in LRM storm...also noticed less chance of getting sudden frame drops when moving through thick black smokes of LRM exhaust as well as burning bodies of other mechs... hope more improvements are otw....(32GB ram with i74XX CPU +DX11+GTX690 setup)
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