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64bit EVE

First post
Author
leviticus ander
The Scope
Gallente Federation
#21 - 2012-06-25 07:06:11 UTC  |  Edited by: leviticus ander
No More Heroes wrote:
CCP Explorer wrote:
PinkKnife wrote:
Would it make a large difference? Is it worth doing? Hard to implement?
Really the only reason to create a 64 bit client would be to get access to more memory. But since we would need to maintain a 32 bit client anyway (we still have a lot of Windows XP users and will have for quite some time) then we need to keep the overall memory footprint in line with what a 32 bit client is capable of.

The server is already 64 bit and has been since 2008 (see this dev blog) for exactly this reason. Each blade in TQ has 32 GB of memory and runs 4 nodes, so on average each node has access to 8 GB of memory. At startup then each node uses approx. 700 MB of memory. Nodes with little traffic end up using about 950 MB, most common is 2-3 GB, and then there is normally a handful of nodes that use more than 6 GB (Jita on a busy day, nodes that host WH constellations, nodes where large fleet fights occur).

Since the server is already 64 bit then all code, except the rendering and audio engines and related middleware, is already 64 bit capable. To date then we don't have 64 bit versions of all the needed middleware and we haven't really dug into what it would take to make the rendering engine 64 bit.


What are the chances of seeing a pic of Tranquility? It's like nerd ****, you see.

you mean the server room?
if so, check here
there's actual pictures in TQ level up, but there's stats on everything in the other 3 too. as well as a bunch of links to other hardware/performance related blogs in the one named Jita 2000+.
EDIT: however I'm not saying that a full picture (or even better, video) walkthrough of the server room and other technical areas would be cool.
Prince Kobol
#22 - 2012-06-25 08:32:34 UTC
Large Marg wrote:
MailDeadDrop wrote:
Large Marg wrote:
Want 64-bit Eve?

Just load Eve twice. Problem solved.

What was so hard about that?


Congratulations, you just invented 33-bit Eve. Now load Eve 4 billion more times and you'll have 64-bit Eve.
Roll

MDD



32+32=64
Programming is that simple.


I pray this is just a troll otherwise you should never be allowed within 100 yards of a computer.... ever

for the rest of life

and even in death
CCP Explorer
C C P
C C P Alliance
#23 - 2012-06-25 09:25:53 UTC
Ampoliros wrote:
CCP Explorer wrote:
Nodes with little traffic end up using about 950 MB, most common is 2-3 GB, and then there is normally a handful of nodes that use more than 6 GB (Jita on a busy day, nodes that host WH constellations, nodes where large fleet fights occur).
Interesting. Do W-space systems consume more memory than your average system? Or is it a case where many WH systems are mapped to one node (because overall low per-system activity?)
We map a lot of them to the same nodes.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Captain Stupid
Swiss Army Spoons
#24 - 2012-06-25 09:40:11 UTC
Prince Kobol wrote:
Large Marg wrote:
MailDeadDrop wrote:
Large Marg wrote:
Want 64-bit Eve?

Just load Eve twice. Problem solved.

What was so hard about that?


Congratulations, you just invented 33-bit Eve. Now load Eve 4 billion more times and you'll have 64-bit Eve.
Roll

MDD



32+32=64
Programming is that simple.


I pray this is just a troll otherwise you should never be allowed within 100 yards of a computer.... ever

for the rest of life

and even in death


It did amuse me that the more serious and all knowing missed the humour here.
Hermia
HIVE
Memento Moriendo
#25 - 2012-06-25 10:05:19 UTC
As CCP Explorer has put the memory issue to bed, you may ask, so whats to be done?

Well, it was mentioned at fanfest (by the dev with big hair) that the code on the nodes is not multithreaded. Very simply, its like taking a job and running it in parallel. This would really help a lot but its hard to program.

One great thing the guy said is the job of loading skills, bonuses and effects is now done separately from the server loading space. Good news. I guess you could split loads of jobs up and give it a server.
Guttripper
State War Academy
Caldari State
#26 - 2012-06-25 10:15:13 UTC
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?

Curious...
Anya Ohaya
School of Applied Knowledge
Caldari State
#27 - 2012-06-25 10:46:20 UTC  |  Edited by: Anya Ohaya
Large Marg wrote:
MailDeadDrop wrote:
Large Marg wrote:
Want 64-bit Eve?

Just load Eve twice. Problem solved.

What was so hard about that?


Congratulations, you just invented 33-bit Eve. Now load Eve 4 billion more times and you'll have 64-bit Eve.
Roll

MDD



32+32=64
Programming is that simple.


Yeah but 2^32 + 2^32 != 2^64.

Edit: I wish people would say exactly what they mean when they say "XX bit". Do they mean 64 bit memory addressing (which is impossible, the chips only support 48-52 bit addresses: no-one will ever need 16 exabytes ;-))? Integer operations? Floating point? GPU calculations? Using APIs designed for 64 bits?

A 64 bit program could be using 64 bit integer/register instructions, some 128 bit SIMD instructions (vector math) and 48 bit memory addressing.
CCP Explorer
C C P
C C P Alliance
#28 - 2012-06-25 11:03:47 UTC
Guttripper wrote:
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Hayate Shade
T.A.Y
#29 - 2012-06-25 11:26:07 UTC
*deleted*
Gilbaron
The Scope
Gallente Federation
#30 - 2012-06-25 11:48:16 UTC
CCP Explorer wrote:
Guttripper wrote:
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.



can i fly from one system to another (if i knew the direction ?)
Timberwulf420
Caldari Provisions
Caldari State
#31 - 2012-06-25 11:49:23 UTC
we should do 8 bit eve for the NES

Retro gaming is comming back yo!
Net hunter
Avalon Project
Shadow Rock Alliance
#32 - 2012-06-25 11:52:49 UTC
Gilbaron wrote:
CCP Explorer wrote:
Guttripper wrote:
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.



can i fly from one system to another (if i knew the direction ?)



Yeah, well you used to... I believe there ones someone who flew to Jove space using an old bug where you could warp to your maximum cap distance and they just spammed that for a LONG time....

Can someone confirm or call me a lying piece of dog turd please?
Evelyn Meiyi
Corvidae Trading and Holding
#33 - 2012-06-25 11:53:33 UTC
CCP Explorer wrote:
Guttripper wrote:
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.


So, in theory, we could fly manually between systems, instead of using jumpgates? Wow. Ten years of deep-space travel.....
FluffyDice
Kronos Research
#34 - 2012-06-25 11:54:27 UTC
Gilbaron wrote:
CCP Explorer wrote:
Guttripper wrote:
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.



can i fly from one system to another (if i knew the direction ?)

No you can not. Even if you could try doing the math on just how long this might take without using some kind of trick to make your travel significantly faster.

http://www.youtube.com/watch?v=iUl3zNiW648 this documents someone elses attempt to do similar and get to Jove space.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#35 - 2012-06-25 11:59:43 UTC
The other thing is, you'd never trigger the session change to then exist in the new system.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Rashmika Clavain
Revelation Space
#36 - 2012-06-25 12:06:24 UTC
Captain Stupid wrote:
Prince Kobol wrote:
Large Marg wrote:
MailDeadDrop wrote:
Large Marg wrote:
Want 64-bit Eve?

Just load Eve twice. Problem solved.

What was so hard about that?


Congratulations, you just invented 33-bit Eve. Now load Eve 4 billion more times and you'll have 64-bit Eve.
Roll

MDD



32+32=64
Programming is that simple.


I pray this is just a troll otherwise you should never be allowed within 100 yards of a computer.... ever

for the rest of life

and even in death


It did amuse me that the more serious and all knowing missed the humour here.


Indeed, but it could also go a long w ay to explaining the :rage: generated from unexpected outages or patch deployments.
Anna Shoul
#37 - 2012-06-25 12:06:56 UTC
CCP Explorer wrote:
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.


Waitwaitwait. Square? All player research seems to point to them being spherical, are they actually boxes instead?

Oh, and one other thing I've always been curious to know, do grids ever move or not?
CCP Explorer
C C P
C C P Alliance
#38 - 2012-06-25 12:13:42 UTC
Evelyn Meiyi wrote:
CCP Explorer wrote:
Guttripper wrote:
One aspect I have always been curious about is the actual systems themselves from a coding point of view. Are they large, square zones with x, y, and z axis; or perhaps spherical in design with the main star being the focal point? And while I have read how people have drifted towards nothingness, does each system have a hard border that if you somehow reached it, you could not move forward?
Each solarsystem is composed of "grids" that are square boxes centred on a "primary" object loaded into space. As you move around and outside that grid a new grid is loaded. There is no limit to space.
So, in theory, we could fly manually between systems, instead of using jumpgates? Wow. Ten years of deep-space travel.....
No, you will always stay in the same system. You need to trigger a session change via jumping to be transferred into the other system (thereby moving from one inventory location to another) since each system is managed separately and possibly on different nodes in the cluster.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Richard Desturned
Royal Amarr Institute
Amarr Empire
#39 - 2012-06-25 12:26:31 UTC
Skydell wrote:
i5's are selling in NA for under $500.
32 bit is on its way out. It just needs another year or so.


64-bit procs have been selling for well under $500 for the last 8 years

what

npc alts have no opinions worth consideration

Marcus Harikari
#40 - 2012-06-25 12:33:12 UTC
You guys should write in physical boundaries in space where one system becomes another so that by crossing the boundary, you get transferred to the new system. Lol.