apoppin
Lifer
Originally posted by: chizow
It isn't high-end though, its status quo and starting to show its limitations. When paired with the best possible hardware available, as was done in the Tri-SLI review its clearly unbalanced to use a 32-bit OS with such a high-end rig when such a rig should be tested at the highest resolutions and settings without compromise. Compromises made due to OS limitations are unacceptable when you're running $5,000 worth of hardware and trying to draw conclusions about the hardware itself.Originally posted by: apoppin
The point you still miss is that 32-bit IS currently just as valid and as high end - for gaming - as 64-bit.
That must have been "some dinner"
... 32-bit is starting to show its limitations in gaming. i also think such a rig as you mention *should* be tested with both 64-bit and 32-bit - at least to lay this ghost to rest. And in the future, they should test on 64-bit so there is no "question" about any limitation whatsoever.
The virtual memory problems with Vista pre-patch wouldn't necessarily exhibit themselves through slowdowns or hitching, and I think the differences between XP and Vista were quite evident in AT's article. It showed quite clearly that a lack of virtual memory resulted in a crash, which would predicate any slowdowns or performance issues. A slowdown or hitching would only come about if you lacked physical RAM but still had enough virtual memory to carry out the normal/required process of paging between physical and virtual memory, for example comparing a 1GB machine to 2GB machine. Both machines would continue to run without a crash, however the 1GB machine would be more likely to exhibit stuttering and thrashing than the 2GB machine.You also seem to be "stuck" on the hot fix and only claim Vista32 is now on a par with XP when it was performing identically before it.
i am also saying that IF you were right, we would get a lot of slowdowns and hitching in the benchmarks in 32-bit which we do not see and have not seen.
... i *know* the difference between 1 GB and 2GB
And I don't really have a problem with anything here, as it seems you're finally starting to get it....In the hot fix, Microsoft changed the video memory manager to use less virtual memory. It is a "workaround" to be sure ... but sufficient for *today's gamers* on 32-bit
from the MS web site:
http://support.microsoft.com/kb/940105
To address this problem, Microsoft is changing the way that the video memory manager maintains the content of video memory resources. This change is being made so that a permanent virtual address range does not have to be used for each virtualized allocation. With the new approach, only allocations that are created as "lockable" consume space in the virtual address space of the application. Allocations that are not created as "lockable" do not consume space. This approach significantly reduces the virtual address space that is used. Therefore, the application can run on large video memory configurations without reaching the limits.
Clever, really. Although it does not eliminate the 2-GB barrier, it allows a workaround for games. And yes, we will see games that are written for large address OSes only ... right now, the devs are keeping the 2GB limit well in mind. They write games with that limit in mind with the exceptions you mention including SC. You have been touting Supreme Commander as your "supreme example" of memory management, yet we read:
http://www.anandtech.com/gadge...howdoc.aspx?i=3034&p=7
Supreme Commander is extremely disappointing in how it handles running out of addressing space.
Games usually allocate virtual memory for a copy of the video memory resources that they create. According to MS, how much virtual memory it uses is proportional to the amount of video memory resources that the game allocates. SC should have been properly coded to handle memory allocation failures - it simply does not recover properly from its failures and crashes. Also, after the "hotfix" the AT article had this to say about CoH and to a lesser extent about SC and Stalker:Whereas Company of Heroes would surpass the 2GB barrier under Vista just loading this mission without the hotfix, the game is safely under the 2GB barrier with the hotfix applied. Under Vista the game is still using an additional 160MB of virtual address space compared to XP, but this is far better than the gap being the entire size of the video memory on our 8800GTX prior to the hotfix.
But to be clear, I think its pretty obvious its not fully SC's fault running out of address space once you consider the hot fix and how it resolved crashing issues (not just with SC btw, they crashed in all tested games pre-hotfix as Ryan Smith wrote in an article comment). Its pretty clear Devs code memory management based off of 32-bit, most likely with XP in mind and they optimized accordingly so that they wouldn't run out of virtual address space. However, with Vista pre-hotfix, you're crippled by less virtual address space along with higher system overhead, meaning unless the game specifically altered its memory management for Vista 32, you would run into the exact problems the AT article covers....crashes before the client has a chance to properly manage memory. Given Vista 32/64 aimed for full backwards compatibility in mind, I don't think any such flags were planned or coded for, so the obvious fix was to bring Vista's memory profile closer to XP's.
i think *you're* starting to finally get it
Of course it is SC's [devs] fault ... they didn't plan far ahead enough; AT found their own workaround - the SC devs had RCs of Vista to work with - at any rate, the hotfix *works*
After the hotfix Vista 32 can essentially manage memory the same as XP would, although it still has less to work with due to system overhead which leads us to the next problem, 32-bit addressable limits. As you've finally realized, games are coded with 32-bit in mind, which IS holding back PC gaming as the latest /largeaddressaware games have shown. Once again, its simply not possible for a 32-bit system to fully address the full 3GB of a /largeaddressaware game due to the OS/system overhead. A 64-bit system can and will fully realize this advantage, whether you think its tangible or not a 50% increase in physical RAM from 2GB to 3GB is significant, just as an increase from 1GB to 2GB is significant. And that's before you even consider the exponential 2^64 minus 4GB increase in virtual address space.
Again ... the future. It is a bit of a Catch-22: No one will upgrade until games are specifically written for or ported to 64-bit. And no dev wants to port games to 64-bit or code for them without a large HW base. But don't lay the blame at my feet. Blame MS ... or intel ... for dragging their feet.
You can ramble on and on and try to nitpick what i have written. But you still cannot show us to the contrary the *need* for a 64-bit OS in gaming. However, if we debate long enough i will agree with you -
--by the end of next year, most likely
Nah no need to nitpick, as you're finally starting to get it. Honestly I don't care if you think 64-bit is worth it or not or if there's any tangible benefit, that's something you'll figure out eventually once you experience the differences first-hand. Just as long as you're not making uninformed statements like "games can't use that much RAM today" or "you're talking about the future" etc. when they clearly can and will TODAY.
i *got it* long ago ... you were far more "hardcore" in your selling of the supposed advantages of 64-bit over 32-bit a few posts/days back. i just took the other "extreme" PoV - 180 degrees from yours - to stimulate some debate ... and a possible conclusion.
i still will agree to disagree - until we *see* some PROOF in [perhaps] a follow-up article by AT - i don't think 64-bit gives any *practical* advantage [today] over 32-bit in gaming. That all games are currently developed with the 2GB barrier in mind.