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04-28-2013, 12:12 PM
(This post was last modified: 04-28-2013, 12:14 PM by Alexander.)
Just wondering. I think it'd be great to have a 64-bit version of PCSX2.
But there's probably some kind of reasoning about it that I'm not yet aware of. I figure someone will reply telling me what it is.
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Let's say we won't go 64 bits without a really good reason.
We all agree that it'd be nice to have the option but it will mean a lot of work
and in the end the emu could be less compatible, crash more, run slower.
So unless it somehow becomes necessary to do it, we won't.
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04-28-2013, 03:34 PM
(This post was last modified: 04-28-2013, 03:42 PM by Alexander.)
I myself thought that even with a 4GB patch it still can't use more than 1 CPU, though I guess MTvU fixes that
Is there such thing as an 8GB or 12GB patch or would that really help any? I have a 16GB system.
Is it possible to do this yourself by writing a run script in a batch file? I know I can do this with Java (EG: "java -Xms128M -Xmx14G -jar craftbukkit.jar")
Oh, and on the side, just thought I'd mention that Kingdom Hearts 2 has definitely taken a performance hit recently. I also experienced a crash in The World That Never Was.
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windows can already run x86 programs on a x64 system fairly well, so i dont see what the fuss is about. compiling x86 source code on x64 linux is a totally different beast though.
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(I am no longer a Windows user)
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Patching a game to flag it as 64 bits may help in some cases because there is not the memory limitation but that's not the same as developing for 64 bits, no instruction from the x64 set is used, so the program becomes 64 bits aware but not a 64 bits program at all.
But yes, a few games were found to need the 64 bits patch least sending messages of out of memory, the actual causes I don't know for sure, could be anything, even memory leak, let's not speculate.
Imagination is where we are truly real