Originally posted by: jiffylube1024
Originally posted by: Vee
"that does not mean that AMD processors directly increase the visual quality of your games; that is a leap of conclusions that we have to hold back"
- Utter BS!
So you are honestly saying that you believe that 64-bit processors can display more detailed terrain (ie higher visual quality objects) over 32-bit processors, despite the fact that everything you see is calculated by the GPU and is related to the GPU's colour precision etc. 64-bit CPU's does not mean 64-bit colour! It's all done by the GPU!
We must be confusing the term "increased visual quality" here because a CPU
cannot give you higher video quality/detail over another CPU. What it can do is, given a faster CPU (and with proper coding, 64-bit vs 32-bit will be 'faster'), it can render
more objects onscreen simultaneously. But it doesn't mean "better looking terrain," just more stuff to look at.
Exactly. That is one reason why 64-bit will give us better looking 3D worlds. Another, is that the removed limit on virtual range, will make larger, more realistic and detailed 3D worlds possible.
So certainly, I'm "honestly saying that" I "believe that 64-bit processors can display more detailed terrain (ie higher visual quality objects) over 32-bit processors". I don't know anything about 'Shadow Ops' or why it does things as it does. But a 64-bit game can do so because the the program's virtual space can hold more and more detailed objects.
So I stand by that the article statement is BS.
The reason I like the phrase BS in this context, is I'm brimful enough of pent up irritation over the 2GB limit, to be somewhat lacking in patience with people who I consider are part of the problem. That would be all people suggesting 32-bit is "enough".

Just bear with me please, I'll try to be nicer.
But they need to get on the program and aqcuire 64-bit equipment

Of course you can claim that aviation does not bring any benefits to long distance travelers, as long as they are still insisting on traveling by horse cart. (The sad part is that it is true as long as we don't have 64-bit software. And we won't get 64-bit software as long as we are running 32-bit hardware.)
Originally posted by: Vee
1: The linear virtual address space is (currently) 256TB for 64-bit code, and only 2GB for 32-bit code. Since the virtual space becomes fully fragmented, you also can't use all of it. This is the big 32-bit killer. This is why 32-bit is not viable anymore. Considering the low prices on basic 754 64-bit CPUs and MBs, I wouldn't dream of wasting any money on any 32-bit PC today. Remember the 8086 and the 640KB barrier?
When people start running 2GB of memory I will agree with you. When the standard for geekdom, as it stands, tops out at 1GB (
very few enthusiasts currently run 2GB in their systems), there's still plenty of wiggle room with 32-bit's 'puny' ability to only address 2GB virtually.
When average people are running 2GB, it's way too late to start agreeing with me. First of all, this doesn't have terribly much to do with available physical memory. I have been professionally banging my head against the 2GB roof for what seem to be a long time now. And when I started to do that, I only had 512MB ram in a 1.5GHz P4.
I don't feel the "standard for geekdom" (I don't have terrible much contact with young male gaming geekdom, but I occasionally have some.) "tops out" at 1GB. Rather I think 1GB is the current "normal" for WindowsXP. And 1.5GB is quite reasonable, isn't it? Or am I totally in the blue?
Finally there's not "plenty of wiggle room".
The 2GB virtual barrier has been a real de facto limitation for games for quite a while.
You might find this comment (from as early as February 2002) by Unreal developer and Epic head Tim Sweeney enlighting:
http://slashdot.org/comments.p...=54835&cid=5371889
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Intel's claims are wholly out of touch with reality.
On a daily basis we're running into the Windows 2GB barrier with our next-generation content development and preprocessing tools.
If cost-effective, backwards-compatible 64-bit CPU's were available today, we'd buy them today. We need them today. It looks like we'll get them in April.
Any claim that "4GB is enough" or that address windowing extensions are a viable solution are just plain nuts. Do people really think programmers will re-adopt early 1990's bank-swapping technology?
Many of these upcoming Opteron motherboards have 16 DIMM slots; you can fill them with 8GB of RAM for $800 at today's pricewatch.com prices. This platform is going to be a godsend for anybody running serious workstation apps. It will beat other 64-bit workstation platforms (SPARC/PA-RISC/Itanium) in price/performance by a factor of 4X or more. The days of $4000 workstation and server CPU's are over, and those of $1000 CPU's are numbered.
Regarding this "far off" application compatibility, we've been running the 64-bit SuSE Linux distribution on Hammer for over 3 months. We're going to ship the 64-bit version of UT2003 at or before the consumer Athlon64 launch. And our next-generation engine won't just support 64-bit, but will basically REQUIRE it on the content-authoring side.
We tell Intel this all the time, begging and pleading for a cost-effective 64-bit desktop solution. Intel should be listening to customers and taking the leadership role on the 64-bit desktop transition, not making these ridiculous "end of the decade" statements to the press.
If the aim of this PR strategy is to protect the non-existant market for $4000 Itaniums from the soon-to-be massive market for cost-effective desktop 64-bit, it will fail very quickly.
-Tim Sweeney, Epic Games
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2: The '86-64 ISA specifies twice as many registers available for 64-bit code. Also, some registers are more flexible in use, as well. This should give good opportunities for some good compiler optimizations. Also, since the K8's sheduling window and register renaming are dimensioned for twice as many registers as are in use in 32-bit mode, we are not using the Athlon64s to their full potential. My guess is that we can get as much as 50% performance increase.
I agree 100% with the bolded statement. 50% performance boost is just conjecture; we don't really know yet (although I bet it is over 25% when a game is designed from the ground up to be 64-bit). However, 64-bit games are not out yet and it appears to be a couple years off before a mainstream game becomes 64-bit optimized (not some whacked out mod).
I agree that we don't
really know quite yet, and I admit that I wasn't specifically considering the game type of application. But it's not just conjecture. Some early Windows64 application ports show 37%-57% performance improvement. And special, back-end apps like some encoding and encryption, show 100% and even more than 100% improvement, as you probably already know.