32 bit is no longer valid

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apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: chizow
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.
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.

That must have been "some dinner" :p ... you are a lot more mellow and ... strangely, we're *agreed*
:cool:

... 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.
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.
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.

... i *know* the difference between 1 GB and 2GB :p And if you benchmark a 1GB rig with an otherwise identical 2GB rig, you will get less performance - it is very noticeable. PREpatch, i *knew* when Hg"L ran out of 2GB memory - it was beyond obvious [chug ... chug .. stall .. watch the HD light light up -- chug ... chug ... maybe return to normal ... maybe crash]. The "problem games" - CoH/Stalker/SC/Hg:L - were not programmed right - the devs didn't plan for 512MB video cards and "only" 2GB of addressable space. Fortunately the hotfix is a decent workaround for these games.
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.
And I don't really have a problem with anything here, as it seems you're finally starting to get it....

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 :p
:D

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 :p
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.
 

Pabster

Lifer
Apr 15, 2001
16,986
1
0
Originally posted by: apoppin
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 :p

You can fight it, but it is coming. Soon.

64-bit is on the march. ;)

 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: Pabster
Originally posted by: apoppin
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 :p

You can fight it, but it is coming. Soon.

64-bit is on the march. ;)
i am not fighting it ... i am simply taking advantage of the transition to enjoy my old HW/SW [cake] and and upper-midrange gaming [eat it] too
:gift:

. . . and isn't next year like ... next week?
-that is "Soon". :p
:confused:

and [imho] it is long overdue ... if intel was behind 64-bit CPU instead of AMD, we'd have it now .. and MS has also been dragging it's butt in regard to 64-bit...

devs don't want to do the extra work ... they are fighting it
 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: apoppin
Originally posted by: Pabster
Originally posted by: apoppin
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 :p

You can fight it, but it is coming. Soon.

64-bit is on the march. ;)
i am not fighting it ... i am simply taking advantage of the transition to enjoy my old HW/SW [cake] and and upper-midrange gaming [eat it] too
:gift:

. . . and isn't next year like ... next week?
-that is "Soon". :p
:confused:

and [imho] it is long overdue ... if intel was behind 64-bit CPU instead of AMD, we'd have it now .. and MS has also been dragging it's butt in regard to 64-bit...

devs don't want to do the extra work ... they are fighting it

a little update for those still finishing their "dinner"

i *finally* ordered 2x1GB PC6400 [OCZ CAS4 to match my current 23x1GB in DC] for $37.00 after MiR ... it is about $100 cheaper than it was in May when i got my first 2x1GB. :p

so my 32-bit rig is now 'maxed out' as far as RAM goes .... let's see how far it takes me and if i notice any difference ... it should be here tomorrow


:)
 

nullpointerus

Golden Member
Apr 17, 2003
1,326
0
0
Originally posted by: apoppin
Originally posted by: apoppin
Originally posted by: Pabster
Originally posted by: apoppin
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 :p

You can fight it, but it is coming. Soon.

64-bit is on the march. ;)
i am not fighting it ... i am simply taking advantage of the transition to enjoy my old HW/SW [cake] and and upper-midrange gaming [eat it] too
:gift:

. . . and isn't next year like ... next week?
-that is "Soon". :p
:confused:

and [imho] it is long overdue ... if intel was behind 64-bit CPU instead of AMD, we'd have it now .. and MS has also been dragging it's butt in regard to 64-bit...

devs don't want to do the extra work ... they are fighting it

a little update for those still finishing their "dinner"

i *finally* ordered 2x1GB PC6400 [OCZ CAS4 to match my current 23x1GB in DC] for $37.00 after MiR ... it is about $100 cheaper than it was in May when i got my first 2x1GB. :p

so my 32-bit rig is now 'maxed out' as far as RAM goes .... let's see how far it takes me and if i notice any difference ... it should be here tomorrow


:)
...and then, when the upgrade bug hits (again), you will probably be ordering that "free" 64-bit DVD of Vista. Something about having 768 MB RAM sitting there unusable every single day in the rig of a computer enthusiast -- it's almost maddening.
;)

Well, maybe not -- reinstalling an operating system is not exactly fun or productive.

Reading this thread, I get the feeling that people are frustrated that public opinion has not turned in favor of widespread 64-bit adoption. If Vista x64 computers were sold in large numbers at Best Buy or something, millions of ordinary users would be flooding the support lines and complaining about the same incompatibilities that early adopters have been dealing with. This would really spur things along.

But, looking at the big picture (i.e. people outside AT forums), that view is just a pipe dream for now...and no amount of frustration will change it.

:(
 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: nullpointerus
Originally posted by: apoppin

a little update for those still finishing their "dinner"

i *finally* ordered 2x1GB PC6400 [OCZ CAS4 to match my current 23x1GB in DC] for $37.00 after MiR ... it is about $100 cheaper than it was in May when i got my first 2x1GB. :p

so my 32-bit rig is now 'maxed out' as far as RAM goes .... let's see how far it takes me and if i notice any difference ... it should be here tomorrow


:)
...and then, when the upgrade bug hits (again), you will probably be ordering that "free" 64-bit DVD of Vista. Something about having 768 MB RAM sitting there unusable every single day in the rig of a computer enthusiast -- it's almost maddening.
;)

Well, maybe not -- reinstalling an operating system is not exactly fun or productive.

Reading this thread, I get the feeling that people are frustrated that public opinion has not turned in favor of widespread 64-bit adoption. If Vista x64 computers were sold in large numbers at Best Buy or something, millions of ordinary users would be flooding the support lines and complaining about the same incompatibilities that early adopters have been dealing with. This would really spur things along.

But, looking at the big picture (i.e. people outside AT forums), that view is just a pipe dream for now...and no amount of frustration will change it.

:(

no "free" 64-bit Vista for me :p
- i got the OEM version really cheap ... it is 'tied' to my MB. And IF i was "that way" and got 64-bit Vista, i'd probably reason that i needed *another* 4GB of RAM like some of the HW elitists here do.
:cookie:

i try to plan only 3 years in advance for each major upgrade ... my last one got me close to 4 years. When i upgraded this Last Spring, i opted for 32-bit *knowing* that Devs will be programming with the "2GB limit" for at least [then] 3 more years. i also wanted the most painless transition to Vista as possible. i also wanted a rig that was X-fire capable and got a cheap 2900xt to pair with another [really] cheap one or a 3750 ... *all* i wanted was maxed-out 16x10 DX9 and a chance to see DX10 in its infancy.

Well, i got my wish - my MB should hold me thru a QC Penryn upgrade and GPU upgrade and all the way to '09 :)

As to that .7 GB sitting "unused" ... it really isn't unused - it just allows for full gaming use of its the maximum address space in Vista 32-bit; my 512MB vRAM and other HW are utilizing it fully.
rose.gif

- IF i felt that way, i would have paid $30 instead of $37 for 2x512MB for a total of 3GB system RAM. ;)

:D

But you are right ... 64-bit and 64-bit gaming is gonna depend on selling 64-bit OSes ... and *no one* - outside the geeks here - wants to make that change

there are no practical advantages to it yet
:roll:
not for gamers
 

chizow

Diamond Member
Jun 26, 2001
9,537
2
0
Originally posted by: apoppin
That must have been "some dinner" :p ... you are a lot more mellow and ... strangely, we're *agreed*
:cool:

... 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.
Well that was my point with this review and agreeing with the OP. That they said they would be doing a final 32-bit vs. 64-bit comparison after the 8800GT review and using 64-bit going forward, then turn around with Tri-SLI Ultras with QX9850 or whatever, WITH 4GB and are still using a 32-bit OS while running games with EVERYTHING maxed out at 2560 w/ AA.....

And while I would tend to agree saying 32-bit is "no longer valid" is a bit harsh, its clearly no longer "high end." It also does bring some of their results and conclusions into question, as the German site that did the first circulated Tri-SLI review showed much better scaling with the 3rd card. AT's review shows very little scaling with the 3rd card. Whether or not that's due to 64-bit is inconclusive and not something I'm going to go back and pore over, but again, why leave that to question on a free OS upgrade when testing $5000+ worth of hardware?

... i *know* the difference between 1 GB and 2GB :p And if you benchmark a 1GB rig with an otherwise identical 2GB rig, you will get less performance - it is very noticeable. PREpatch, i *knew* when Hg"L ran out of 2GB memory - it was beyond obvious [chug ... chug .. stall .. watch the HD light light up -- chug ... chug ... maybe return to normal ... maybe crash]. The "problem games" - CoH/Stalker/SC/Hg:L - were not programmed right - the devs didn't plan for 512MB video cards and "only" 2GB of addressable space. Fortunately the hotfix is a decent workaround for these games.
Again, that's not necessarily true if you use FPS as a gauge of performance. I can honestly say its about a coin-flip whether thrashing drops FPS or not. Many games will basically render the last full frame at the same FPS and then "lurch forward" or "thrash" once the new textures are loaded and rendered and although FPS does not drop at all, its clearly worst in terms of performance. A very good example of this is demonstrated in Fly-By demos, time demos or static travel routes and is often cited by review sites as they'll usually toss out the first result for texture loading. Thing is, even though the run can be noticeably jerkier, the difference in FPS is often negligible. Crysis demo is a good recent example of this.

Even if you used FPS as a gauge and it resulted in a drop in FPS, averaged in with the rest of the test would result in very little impact although what you're visually seeing would significantly impact your gaming experience.

In other games its less obvious unless you measure in load times, particularly in FPS titles since they typically manage to fit all the textures needed for a particular level in a small footprint. The difference though is when you rotate back to a previous map, the load times are significantly faster. The BF-series games have always been a good example of this.

Open area games or games where you zone a lot are another good example. Re-loads are much faster with more RAM, but in open area/contiguous games the difference is also quite obvious. Its similar to adjusting rendering distance, with more RAM you're less likely to see "texture/object popping" as you move and suddenly stuff starts popping up on your screen as the textures are finally loaded from the HDD. With more RAM, either the game engine loads it up with the rest of the zone textures, or they're not flushed as you move away.

i think *you're* starting to finally get it :p
:D

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*
There's no way its the devs fault...again, AT ran into this problem with every game they tested as Ryan Smith posted in a comment to the article. The increase in memory use was a change that MS forced with their new WDDM driver model in an attempt to increase OS stability and remove various "problematic" subsystem stacks from the OS kernel. Its definitely worked to some degree but their initial implementation had the nasty side-effect of reducing virtual memory to unacceptable levels on a 32-bit OS.

Now, considering Vista is touted to run existing 32-bit applications seamlessly and devs are coding for XP and 32-bit coding practices (2GB, up to 3GB with /laa), a superficial 256-768MB reduction in virtual address space is significant. If MS didn't hot fix a problem they spawned, the other solution would be for Devs to change their code and games to recognize 32-bit Vista which would be a poor solution that would ultimately result in worst performance, slow adoption, and continued compatibility problems.

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.
Sure its a catch-22 but most parts are in place already. Chances are anyone who built or bought a new PC in the last year is running a 64-bit CPU and a 64-bit capable system. MS has done a few things to force people to switch and have been blasted for it as a result (making DX10 exclusive for Vista etc.). The only thing they maybe could've done better would be to include both 32 and 64 bit DVD versions in ALL Vista packages, but at least they aren't charging for 2 different OSes like they did with XP and XP64. Devs are clearly more supportive of Vista and x64 with DX10 features and have begun flagging /largeaddressaware for their games (for 64-bit only). The only thing left is for people to actually switch to the OS, and as I've acknowledged, that was certainly something to be wary of at launch but something I'm 100% comfortable recommending TODAY with tangible benefits TODAY.

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.[/b]
Well again, AT is supposed to follow-up with a 32 vs 64 bit update, hopefully they've been monitoring this thread. If they just run a bunch of FPS graphs at different resolutions that'd be a poor review. Testing things such as load times, different settings, HDD use/hard faults and even FRAPs'ing gameplay would be much more relevant.

And not all games are being developed now with ONLY the 2GB barrier in mind as many titles since the AT review have released /largeaddressaware patches or have the option from launch and in those games there's clearly a benefit from 64-bit and 4GB+. Whether or not you think its tangible or practical isn't my concern. :p

But anyways, looks like you'll be able to do some testing yourself soon. Should've gone with 2x2GB imo leaving you room for 4x2GB or 2x2GB + 2x1GB. :p Honestly I don't think you'll see much difference in a 32-bit OS since that extra physical RAM will just make your OS a bit snappier, which is what I saw with XP. Next upgrade will be to 64-bit which is free for you anyways. :p

 

cm123

Senior member
Jul 3, 2003
489
2
76
this all sounds bit like w98 VS XP Pro some time ago...

I went with Vista 64 and went back to XP - been long time since my last post here, odd thing is, just building new box with 8GB memory and couple of 150GB 10k drives loading Vista 64 on it...

I've had few odd things in gaming the last few weeks with XP and Vista 64 - had in couple of games now (COD 4 & Empire Earth III) ran out of Video memory (8800 Ultra XXX) errors.

So going to take the pain and simply go and stay everything Vista Ultimate 64 - I am actually stuck at is if to toss the 8800 XXX for my 2 ATI HD 2900 1GB cards (already have them of course) since been getting out of video memory problems.

Problem I had or have really is, look at cryis or lost planet and such, these games really take the power to play them - its really hard if you want to turn on all the eye candy with Vista64/DX10 with these games to get a playable game rate going.

When are we really going to start to see some serious Vista 64 hardware coming around???

Better Video Cards, Sounds Cards too (I switched for vista 64 to SB PCIe) and such are needed, and just think about games to come in 2008.

Guess in part hence why MB support now for 3+ video cards on the same system, sucks bit though, leaves many times no other open slots for audio (most onbaord still sucks is my 2 cents) or nic (KillerNIC) or whatever.

 

Cheex

Diamond Member
Jul 18, 2006
3,123
0
0
I'm having a problem here while testing out Vista x64.

I'm still waiting on my 4GB kit to arrive so for now I'm on a 1GB stick.
The only game that seems to want to run properly is FIFA 08. Everything else just seems to SUCK.
I'm using the latest drivers and its a clean install.

Anyone else having any issues with Battlefield 2, NFS UG2 and such, just to name a few?
 

1ManArmY

Golden Member
Mar 7, 2003
1,333
0
0
No issues here, running COD4, Crysis and MOH Airborne on Vista 64. I haven't re-installed Bioshock or TF2 yet so who knows and I'm not sure if I'm going to put BF2142 or BF2 back on my machine.

I'm running a dual boot system with XP Media Center Edition and Home Premium Vista 64. I've only boot into XP once in the last 27 days and that was just to install XP updates and activate windows XP. I think I'm going to re-arm Vista 64 for an additional 30 days because I still have a possible step up for my 8800 GT until Feb 16 th but I'll probably keep it because I got a Zalman VF1000 for X-mas and I just need to install it this weekend.
 

chizow

Diamond Member
Jun 26, 2001
9,537
2
0
Originally posted by: Cheex
I'm having a problem here while testing out Vista x64.

I'm still waiting on my 4GB kit to arrive so for now I'm on a 1GB stick.
The only game that seems to want to run properly is FIFA 08. Everything else just seems to SUCK.
I'm using the latest drivers and its a clean install.

Anyone else having any issues with Battlefield 2, NFS UG2 and such, just to name a few?

Make sure to get all the updates from Windows Update. Each time you get a new one that makes you reboot, open up Windows Update manually and hit check for updates. I probably rebooted 4-5x and manually checked for a new one before it got everything it needed. This should get cut down to 1 update with SP1 in the next month.

Big ones are here tho:

Vista Hot Fix list rec'd by NV

They should all be applied via Update, but you can get them there if you missed any.
 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: chizow
Originally posted by: apoppin
That must have been "some dinner" :p ... you are a lot more mellow and ... strangely, we're *agreed*
:cool:

... 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.
Well that was my point with this review and agreeing with the OP. That they said they would be doing a final 32-bit vs. 64-bit comparison after the 8800GT review and using 64-bit going forward, then turn around with Tri-SLI Ultras with QX9850 or whatever, WITH 4GB and are still using a 32-bit OS while running games with EVERYTHING maxed out at 2560 w/ AA.....

And while I would tend to agree saying 32-bit is "no longer valid" is a bit harsh, its clearly no longer "high end." It also does bring some of their results and conclusions into question, as the German site that did the first circulated Tri-SLI review showed much better scaling with the 3rd card. AT's review shows very little scaling with the 3rd card. Whether or not that's due to 64-bit is inconclusive and not something I'm going to go back and pore over, but again, why leave that to question on a free OS upgrade when testing $5000+ worth of hardware?

i beg to differ ... 32-bit IS still high-end for gaming. It's pretty premature to draw your conclusion until we see the performance differences with that $5K rig in a follow-up review - IF any.
... i *know* the difference between 1 GB and 2GB :p And if you benchmark a 1GB rig with an otherwise identical 2GB rig, you will get less performance - it is very noticeable. PREpatch, i *knew* when Hg"L ran out of 2GB memory - it was beyond obvious [chug ... chug .. stall .. watch the HD light light up -- chug ... chug ... maybe return to normal ... maybe crash]. The "problem games" - CoH/Stalker/SC/Hg:L - were not programmed right - the devs didn't plan for 512MB video cards and "only" 2GB of addressable space. Fortunately the hotfix is a decent workaround for these games.
Again, that's not necessarily true if you use FPS as a gauge of performance. I can honestly say its about a coin-flip whether thrashing drops FPS or not. Many games will basically render the last full frame at the same FPS and then "lurch forward" or "thrash" once the new textures are loaded and rendered and although FPS does not drop at all, its clearly worst in terms of performance. A very good example of this is demonstrated in Fly-By demos, time demos or static travel routes and is often cited by review sites as they'll usually toss out the first result for texture loading. Thing is, even though the run can be noticeably jerkier, the difference in FPS is often negligible. Crysis demo is a good recent example of this.

Even if you used FPS as a gauge and it resulted in a drop in FPS, averaged in with the rest of the test would result in very little impact although what you're visually seeing would significantly impact your gaming experience.

In other games its less obvious unless you measure in load times, particularly in FPS titles since they typically manage to fit all the textures needed for a particular level in a small footprint. The difference though is when you rotate back to a previous map, the load times are significantly faster. The BF-series games have always been a good example of this.

Open area games or games where you zone a lot are another good example. Re-loads are much faster with more RAM, but in open area/contiguous games the difference is also quite obvious. Its similar to adjusting rendering distance, with more RAM you're less likely to see "texture/object popping" as you move and suddenly stuff starts popping up on your screen as the textures are finally loaded from the HDD. With more RAM, either the game engine loads it up with the rest of the zone textures, or they're not flushed as you move away.

if the HD starts to thrash the FPS *will drop* - there is no getting around it. And it will show in the benches and reviews if they are thorough.
i think *you're* starting to finally get it :p
:D

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*
There's no way its the devs fault...again, AT ran into this problem with every game they tested as Ryan Smith posted in a comment to the article. The increase in memory use was a change that MS forced with their new WDDM driver model in an attempt to increase OS stability and remove various "problematic" subsystem stacks from the OS kernel. Its definitely worked to some degree but their initial implementation had the nasty side-effect of reducing virtual memory to unacceptable levels on a 32-bit OS.

Now, considering Vista is touted to run existing 32-bit applications seamlessly and devs are coding for XP and 32-bit coding practices (2GB, up to 3GB with /laa), a superficial 256-768MB reduction in virtual address space is significant. If MS didn't hot fix a problem they spawned, the other solution would be for Devs to change their code and games to recognize 32-bit Vista which would be a poor solution that would ultimately result in worst performance, slow adoption, and continued compatibility problems.

i can't agree ... there are a *lot* of modern games that are just as graphically demanding - even more so - as SC/CoH/Stalker/Hg:L. The majority of these games do not have the memory MISmanagement problems that they do. i think the devs were sloppy. Even the AT reviewers found a few "workarounds" before the MS hotfix that could have been implemented in-game.
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.
Sure its a catch-22 but most parts are in place already. Chances are anyone who built or bought a new PC in the last year is running a 64-bit CPU and a 64-bit capable system. MS has done a few things to force people to switch and have been blasted for it as a result (making DX10 exclusive for Vista etc.). The only thing they maybe could've done better would be to include both 32 and 64 bit DVD versions in ALL Vista packages, but at least they aren't charging for 2 different OSes like they did with XP and XP64. Devs are clearly more supportive of Vista and x64 with DX10 features and have begun flagging /largeaddressaware for their games (for 64-bit only). The only thing left is for people to actually switch to the OS, and as I've acknowledged, that was certainly something to be wary of at launch but something I'm 100% comfortable recommending TODAY with tangible benefits TODAY.

Again ... unless *people* SEE the advantages of 64-bit they would rather fight then switch. And only a few geeks see any advantage now. Only AMD pushed for 64-bit - intel didn't give a crap - so it has taken this long and will take a bit longer now that intel is behind it [finally]. Yes, MS should have *included* the 64-bit OS.
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.[/b]
Well again, AT is supposed to follow-up with a 32 vs 64 bit update, hopefully they've been monitoring this thread. If they just run a bunch of FPS graphs at different resolutions that'd be a poor review. Testing things such as load times, different settings, HDD use/hard faults and even FRAPs'ing gameplay would be much more relevant.

And not all games are being developed now with ONLY the 2GB barrier in mind as many titles since the AT review have released /largeaddressaware patches or have the option from launch and in those games there's clearly a benefit from 64-bit and 4GB+. Whether or not you think its tangible or practical isn't my concern. :p

But anyways, looks like you'll be able to do some testing yourself soon. Should've gone with 2x2GB imo leaving you room for 4x2GB or 2x2GB + 2x1GB. :p Honestly I don't think you'll see much difference in a 32-bit OS since that extra physical RAM will just make your OS a bit snappier, which is what I saw with XP. Next upgrade will be to 64-bit which is free for you anyways. :p
[/quote]

Sure games are being developed now and patched now for 64-bit ... and that really started *this year* with DX10 games. Give it another 2 years and the rest of the gaming world will catch up with you

--even me ... until then, i will suffer no practical disadvantage.


:D


BtW, i don't believe i am allowed a free upgrade for OEM Vista ... :p
:confused:

 

cbuchach

Golden Member
Nov 5, 2000
1,164
1
81
Originally posted by: Intelman07
I use Vista x64 and love it. It is the future, it is more secure, it is the way of the future.

Me too. I went from the 32 bit version of Vista over to 64-bit about 2 months ago now and haven't had the system lock up, blue screen, or become otherwise unusable (the 32 bit version was very unstable). It works fantastic. My only gripe is that I would like to use IE 64, but the lack of 64-bit Flash support is frustrating.
 

cputeq

Member
Sep 2, 2007
154
0
0
Right now, the only difference I've seen WRT 64 vs 32 bit gaming -- The additional RAM is great to have when loading levels.

I now switch levels much quicker in TF2 as compared to 2GB. Could I have done this with "4GB" and Vista 32bit? Maybe, I dunno. But it's nice actually using all my RAM.
Besides, the Vista 64 Home Premium DVD (I originally had 32bit) cost a whopping $9 for Microsoft to get it to me.

Stability-wise, they are the exact same in my experience. Nothing has changed in that respect.
 

chizow

Diamond Member
Jun 26, 2001
9,537
2
0
Originally posted by: apoppin
<i beg to differ ... 32-bit IS still high-end for gaming. It's pretty premature to draw your conclusion until we see the performance differences with that $5K rig in a follow-up review - IF any.
How is it high-end if it can't take advantage of the additional memory on a rig that would benefit most from it?

<if the HD starts to thrash the FPS *will drop* - there is no getting around it. And it will show in the benches and reviews if they are thorough.
Again, not true at all and easily observed in the examples I've already given. Fly-by demos or saved demos with fast transitions show this quite well. Often referred to as hitching, stuttering or rubber-banding, a system that shows these symptoms would show no noticeable differences in an AVG FPS comparison. Crysis demo is a good example as the first run is noticeably jerkier, but may only be 1FPS different max from the 2nd and subsequent runs. LOTRO is another good one with travel routes as there is still thrashing throughout but the FPS does not change relative to the scenery already being rendered. Even in cases where FPS does drop suddenly (you can see from MIN FPS) the end result is totally buried in AVG FPS and is much less an impact than what you actually observe in gameplay.

<i can't agree ... there are a *lot* of modern games that are just as graphically demanding - even more so - as SC/CoH/Stalker/Hg:L. The majority of these games do not have the memory MISmanagement problems that they do. i think the devs were sloppy. Even the AT reviewers found a few "workarounds" before the MS hotfix that could have been implemented in-game.
Doesn't matter if those games don't crash in XP and they do in Vista 32. Just further emphasizes the problems with 32-bit and Vista having more overhead and a larger memory footprint with or without the hot fix. The AT reviewers didn't find any workarounds other than changing kernel/user address space and editing executables to /largeaddressaware.

After the hot fix there was no need as the 500MB or so freed up was enough to run the app safely within addressable limits. As games continue to grow and largeaddressaware is used more frequently Vista 32 will be at a disadvantage again as Devs will code for 32-bit XP with 500-700MB more addressable space in mind (compared to Vista).

<Again ... unless *people* SEE the advantages of 64-bit they would rather fight then switch. And only a few geeks see any advantage now. Only AMD pushed for 64-bit - intel didn't give a crap - so it has taken this long and will take a bit longer now that intel is behind it [finally]. Yes, MS should have *included* the 64-bit OS.
That's clearly the case with some, even when they SEE the advantages in a SS. ;) In any case, AMD was clearly ahead of its time with 64-bit as MS at that point hadn't even released a consumer-level 64-bit OS. Can get into chicken and egg scenarios all day but bottom line is that as of today, its really as simple as choosing a 64-bit OS instead of a 32-bit OS given AMD has supported 64-bit for years and Intel's recent CPU dominance.

<Sure games are being developed now and patched now for 64-bit ... and that really started *this year* with DX10 games. Give it another 2 years and the rest of the gaming world will catch up with you

--even me ... until then, i will suffer no practical disadvantage.


:D


<BtW, i don't believe i am allowed a free upgrade for OEM Vista ... :p
:confused:
Why would we need to to wait 2 years to see the benefit when titles have been released or patched to take advantage of more memory over the last 6 months? Even Witcher, which i didn't think was a very memory intensive game is apparently /largeaddressaware by default. Or did you mean in 2 years when 32-bit even with /largeaddressaware isn't sufficient and games are coded natively for 64-bit so they can use 4GB+? :p

As for the OEM Vista....never know unless you try. Borrow an Ultimate or x64 disc from a buddy and see if your key works.

 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: chizow
Originally posted by: apoppin
H]i beg to differ ... 32-bit IS still high-end for gaming. It's pretty premature to draw your conclusion until we see the performance differences with that $5K rig in a follow-up review - IF any.[/COLOR]
How is it high-end if it can't take advantage of the additional memory on a rig that would benefit most from it?

64-bit is higher-end *only* if the additional addressable RAM makes a real practical performance improvement over Vista32. And the jury is still out on that one. :p
if the HD starts to thrash the FPS *will drop* - there is no getting around it. And it will show in the benches and reviews if they are thorough.
Again, not true at all and easily observed in the examples I've already given. Fly-by demos or saved demos with fast transitions show this quite well. Often referred to as hitching, stuttering or rubber-banding, a system that shows these symptoms would show no noticeable differences in an AVG FPS comparison. Crysis demo is a good example as the first run is noticeably jerkier, but may only be 1FPS different max from the 2nd and subsequent runs. LOTRO is another good one with travel routes as there is still thrashing throughout but the FPS does not change relative to the scenery already being rendered. Even in cases where FPS does drop suddenly (you can see from MIN FPS) the end result is totally buried in AVG FPS and is much less an impact than what you actually observe in gameplay.

Again ... a honest and observant reviewer can and does communicate this to us when FPS graphs are not enough.
i can't agree ... there are a *lot* of modern games that are just as graphically demanding - even more so - as SC/CoH/Stalker/Hg:L. The majority of these games do not have the memory MISmanagement problems that they do. i think the devs were sloppy. Even the AT reviewers found a few "workarounds" before the MS hotfix that could have been implemented in-game.
Doesn't matter if those games don't crash in XP and they do in Vista 32. Just further emphasizes the problems with 32-bit and Vista having more overhead and a larger memory footprint with or without the hot fix. The AT reviewers didn't find any workarounds other than changing kernel/user address space and editing executables to /largeaddressaware.

After the hot fix there was no need as the 500MB or so freed up was enough to run the app safely within addressable limits. As games continue to grow and largeaddressaware is used more frequently Vista 32 will be at a disadvantage again as Devs will code for 32-bit XP with 500-700MB more addressable space in mind (compared to Vista).

AT reviewers were able to keep SC from crashing. SC could have been programmed better for Vista - as other games are. In the benchmarks and in my own experience in comparing Vista32 to XP32 - Vista was not at a performance disadvantage compared to XP before the patch. You make waay too much about Vista's overhead. It manages memory differently and more efficiently than XP does. And ... Again ... you speak the future about Devs coding for large-addressware in a big way.[/quote]

Again ... unless *people* SEE the advantages of 64-bit they would rather fight then switch. And only a few geeks see any advantage now. Only AMD pushed for 64-bit - intel didn't give a crap - so it has taken this long and will take a bit longer now that intel is behind it [finally]. Yes, MS should have *included* the 64-bit OS.

That's clearly the case with some, even when they SEE the advantages in a SS. ;) In any case, AMD was clearly ahead of its time with 64-bit as MS at that point hadn't even released a consumer-level 64-bit OS. Can get into chicken and egg scenarios all day but bottom line is that as of today, its really as simple as choosing a 64-bit OS instead of a 32-bit OS given AMD has supported 64-bit for years and Intel's recent CPU dominance. [/quote]

Not as "simple" as you make it. You have natural resistance to change. You have old HW/SW limitations to overcome. It will be 2 years. At least. [*my prediction*]
Sure games are being developed now and patched now for 64-bit ... and that really started *this year* with DX10 games. Give it another 2 years and the rest of the gaming world will catch up with you

--even me ... until then, i will suffer no practical disadvantage.


:D


BtW, i don't believe i am allowed a free upgrade for OEM Vista ... :p
:confused:
Why would we need to to wait 2 years to see the benefit when titles have been released or patched to take advantage of more memory over the last 6 months? Even Witcher, which i didn't think was a very memory intensive game is apparently /largeaddressaware by default. Or did you mean in 2 years when 32-bit even with /largeaddressaware isn't sufficient and games are coded natively for 64-bit so they can use 4GB+? :p

As for the OEM Vista....never know unless you try. Borrow an Ultimate or x64 disc from a buddy and see if your key works.
[/quote]

"titles" ? ?? ... very few ... and fewer that i actually play. You are again making claims about the Witcher when you really have no idea about it's memory management - or mismanagement. i expect to buy it pretty soon and will experience it for myself with 4GB RAM and Vista32. Atari seems to be as suck as EA in forcing Devs to push unfinished games out early to meet deadlines.

... and i mean in two years it will be worthwhile for the average DX10 gamer to move to 64-bit

. . . and 'no thanks' on 64-bit for now ... you can have the "fun" and overlook the frustration and also enjoy the extra possible slight current advantage. i *know* some of my aps and HW is not compatible and i don't care to dual boot anymore for a possible +1% performance increase in my games. i am still very satisfied with my games in DX9 at 16x10 with 2GB RAM ... i will let you know what i think about a little more cheap addressable RAM in my current system.


 

chizow

Diamond Member
Jun 26, 2001
9,537
2
0
Originally posted by: apoppin
FUD

/yawn, its like two steps forward, three steps back lol. Anyways, if you paid closer attention, Witcher uses 2.8GB physical memory in my SS, not even physical + virtual. Not possible without /largeaddressaware flagged.

As for the rest, come back after you have something relevant to add besides the usual "I'm not ready and those are games I don't play" BS because as of right now you're just treading over the same FUD over and over again.
 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: chizow
Originally posted by: apoppin
FUD

/yawn, its like two steps forward, three steps back lol. Anyways, if you paid closer attention, Witcher uses 2.8GB physical memory in my SS, not even physical + virtual. Not possible without /largeaddressaware flagged.

As for the rest, come back after you have something relevant to add besides the usual "I'm not ready and those are games I don't play" BS because as of right now you're just treading over the same FUD over and over again.

the Witcher
uses 2.8 GB in *your* system :p

and you have nothing new to add either except "OMG 64-bit is SO elite to have 8GB RAM it MUST be better"
:roll:


 

nullpointerus

Golden Member
Apr 17, 2003
1,326
0
0
Of minor note:

Excerpt from: Hellgate London Patch 0.7 Announcement

While this has some great new features, it has more importantly addressed our biggest outstanding issue. We have rewritten our memory manager and also identified two key memory issues. This should make an enormous difference to the vast majority of our players. The cheer that went up around the office was probably heard for miles. The instability of the client is something that has embarrassed and bothered us since the game launched, and we are incredibly happy to be able to address it in such a substantive way before the holiday break.

I've played for hours in single-player mode and never noticed any problems in the 0.6 patch (i.e. slowdowns, crashes, etc.) in Vista x64, but apparently the 0.7 patch memory manager is new and improved (TM). Since you experienced this issue on your rig, apoppin, maybe you would find this update useful?

EDIT: I just looked at the dates on the patches: December 18th for SP 0.6 and December 19th for MP 0.7 patch. Is it essentially the same thing? Why not keep the numbers identical?
 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: nullpointerus
Of minor note:

Excerpt from: Hellgate London Patch 0.7 Announcement

While this has some great new features, it has more importantly addressed our biggest outstanding issue. We have rewritten our memory manager and also identified two key memory issues. This should make an enormous difference to the vast majority of our players. The cheer that went up around the office was probably heard for miles. The instability of the client is something that has embarrassed and bothered us since the game launched, and we are incredibly happy to be able to address it in such a substantive way before the holiday break.

I've played for hours in single-player mode and never noticed any problems in the 0.6 patch (i.e. slowdowns, crashes, etc.) in Vista x64, but apparently the 0.7 patch memory manager is new and improved (TM). Since you experienced this issue on your rig, apoppin, maybe you would find this update useful?

EDIT: I just looked at the dates on the patches: December 18th for SP 0.6 and December 19th for MP 0.7 patch. Is it essentially the same thing? Why not keep the numbers identical?

it was beyond useful ... i have patch 0.7 [or .6, can't remember - one of them was for MP and the other for SP ;)] ... and after installing my 2GB of new PC6400 this afternoon ... System Info claims 3.58 GB Total Physical Memory and 2.88 GB available.
... 3.6 outta 4 GB ... i feel SO much better now
:D

and the upgrade from 2 > 4GB of System RAM made a *huge difference* in Hg:L ... after playing again for *hours*
[Level 50 getting to the Marker was unreal on Nightmare]
rose.gif


i can not only play maxed-out DX9 [i lowered shadows detail and viewing distance before] ... i can now play maxed-out *DX10* :p
:Q
--i got my $37 worth ... amazing upgrade for Hg:L
--not so much so in other games or in regular day-to-day tasks.

This is the first time that i really got playable FPS in *any DX10 game* ... even maxed AF at 16x10. Looked pretty good too.
[--no AA, of course ... it's a 2900xt :roll:]
 

Obsoleet

Platinum Member
Oct 2, 2007
2,181
1
0
Wow quite teh thread.

I'd like to add that Super PreFetch in Vista does work, and not only does it work, levels load quite faster.

As well, DX10 actually is more advanced than DX9.

I wouldn't recommend Vista to noobs or people who never seem to be able to get their stuff running right on any setup, but for tinkerers that've been in the game for 20 years and -most importantly-, have patience... it works just fine.
32 or 64bit.

That said, I'm not "attacking" XP. It's far more polished. Either is fine, I don't see why people feel the need to be on 'one side' or the other. I enjoy early adopting and never minded paying the early adopters tax.
 

pcslookout

Lifer
Mar 18, 2007
11,959
157
106
Originally posted by: apoppin
Originally posted by: nullpointerus
Of minor note:

Excerpt from: Hellgate London Patch 0.7 Announcement

While this has some great new features, it has more importantly addressed our biggest outstanding issue. We have rewritten our memory manager and also identified two key memory issues. This should make an enormous difference to the vast majority of our players. The cheer that went up around the office was probably heard for miles. The instability of the client is something that has embarrassed and bothered us since the game launched, and we are incredibly happy to be able to address it in such a substantive way before the holiday break.

I've played for hours in single-player mode and never noticed any problems in the 0.6 patch (i.e. slowdowns, crashes, etc.) in Vista x64, but apparently the 0.7 patch memory manager is new and improved (TM). Since you experienced this issue on your rig, apoppin, maybe you would find this update useful?

EDIT: I just looked at the dates on the patches: December 18th for SP 0.6 and December 19th for MP 0.7 patch. Is it essentially the same thing? Why not keep the numbers identical?

it was beyond useful ... i have patch 0.7 [or .6, can't remember - one of them was for MP and the other for SP ;)] ... and after installing my 2GB of new PC6400 this afternoon ... System Info claims 3.58 GB Total Physical Memory and 2.88 GB available.
... 3.6 outta 4 GB ... i feel SO much better now
:D

and the upgrade from 2 > 4GB of System RAM made a *huge difference* in Hg:L ... after playing again for *hours*
[Level 50 getting to the Marker was unreal on Nightmare]
rose.gif


i can not only play maxed-out DX9 [i lowered shadows detail and viewing distance before] ... i can now play maxed-out *DX10* :p
:Q
--i got my $37 worth ... amazing upgrade for Hg:L
--not so much so in other games or in regular day-to-day tasks.

This is the first time that i really got playable FPS in *any DX10 game* ... even maxed AF at 16x10. Looked pretty good too.
[--no AA, of course ... it's a 2900xt :roll:]

apoppin nice! Hope to try this game soon to see how this patch has worked a miracle! Lets hope they can do the same for Crysis at least a little.
 

JustaGeek

Platinum Member
Jan 27, 2007
2,827
0
71
OK, to all the supporters and opponents, here are my first impressions after running the Ultimate 64 since Thursday night - almost 2 days.

Installation with 3GB od RAM was smooth, with no issues at all.

Installed over 40 updates, plus the NVidia hotfixes manually (thanks chizow!).

Installed all the NVidia 64 bit drivers, including the Graphics driver - no issues to report.

RivaTuner Fan Speed works fine with 169.25 (haven't tried OC'ing or Auto Fan speed). Vista (Defender...?!?) blocks it on startup, but you can allow it to run manually.

Installed NHL 08, Far Cry, Crysis, Quake 4.

Had problems with the 64-bit Far Cry patch, had to uninstall and re-install the game with patch 1.3 and it works fine now. Do not try it, it is too old - 2005!

Generally, Vista 64 seems more responsive than XP, with games playing smoother with higher detail, and colors being more vivid.

I kinda like UAC, it allows me to be "in control", but I might be alone here (have it turned off on my 32 bit Vista laptop, but left it on on the desktop.)

Crysis works in 64-bit DX 10 mode, all Very High, with Shaders and Post Processing on Medium - playable at ~30fps @1680x1050.

The problem: no 64-bit Anti-Spyware programs, except for Defender. SpySweeper refused to install, other anti-spyware apps do not work in a 64-bit OS.

Norton Internet Security 2007 works fine, but it works as a 32-bit application.

Creative Audigy 4 works fine, including EAX, as a 32-bit app. So do HP 3-in-ones, faxes, printers, APC PowerChute, PunkBuster, WinPatrol, Everest - all in 32-bit mode. All games, except Crysis, work as the 32-bit app.

Yes, Vista 64 is the future.

NO, 32-bit Vista or XP are NOT obsolete, let alone invalid.


IMO, Vista 64 is the transitional OS, where many applications and drivers work in 32-bit mode. That's why people with more than 3 GB of RAM still have problems, since the drivers are designed to address that "forbidden space" just below the 4GB mark, and are probably "fighting for memory space" with the OS or the apps.

Perhaps someone can tell us something about the memory remapping options here...?

Mine idles at about 40% of 3GB, with no issues in games whatsoever (so far...).

So - yes, I DO LOVE IT, just like you love that new car smell.


My conclusion: the 32-bit Vista is as high end as the 64-bit - today.

But "tomorrow", i.e 1 - 2 years from now, the 32-bit will become obsolete, whereas the 64-bit will continue to grow.



BTW, my "Vista Experience Index" is 5.3.

Memory, Graphics, Business Graphics - all 5.9.
CPU - 5.6.
Hard Drive - 5.3.

The lowest (Hard Drive) determines the overall score.

 

JustaGeek

Platinum Member
Jan 27, 2007
2,827
0
71
Well, shortly after writing my post, I experienced the first serious issue.

The computer was frozen, with the power light and hard drive light flickering, and both DVD drives flickering like if the system tried to scan for hardware.

I did 2 things this morning: Enabled RiveTuner in Low Level fan Control to start at 45%, and re-enabled the Native Command Queuing (I had it enabled, then disabled it, and re-enabled it this morning).

According to the free Event Log Explorer there were 2 issues in the system, both related to the Registry and either OPEN or MISSING key:

One for the Print Spooler (I use HP printers/scanners/faxes) and the other to Norton IS 2007 trying to access the registry, and being denied.

Any ideas...? Has anyone experienced this type of error...?