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64bit EVE

First post
Author
PinkKnife
The Cuddlefish
Ethereal Dawn
#1 - 2012-06-22 02:53:11 UTC
Would it make a large difference? Is it worth doing? Hard to implement?
Ohanka
#2 - 2012-06-22 02:54:53 UTC
64 bit means 32 wasted bits.

what?

North Korea is Best Korea

masternerdguy
Doomheim
#3 - 2012-06-22 02:57:00 UTC
Wont make a big difference.

Things are only impossible until they are not.

Palovana
Inner Fire Inc.
#4 - 2012-06-22 03:28:07 UTC
Screw 64, take it straight to 256 bits.

MORE BITS! LESS KIBBLE!

What?
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#5 - 2012-06-22 07:05:37 UTC
Confirming EVE depends on large-scale numerical computations, and is not UI or network-bounded.
CCP Explorer
C C P
C C P Alliance
#6 - 2012-06-24 23:42:11 UTC  |  Edited by: CCP Explorer
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.

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

Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#7 - 2012-06-24 23:54:15 UTC
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.


I thought you guys already sent a message to the XP users with that whole boot.ini thing Twisted

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

CCP Explorer
C C P
C C P Alliance
#8 - 2012-06-25 00:19:28 UTC
Surfin's PlunderBunny 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.
I thought you guys already sent a message to the XP users with that whole boot.ini thing Twisted
It didn't quite register as we had hoped...

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

Skydell
Bad Girl Posse
#9 - 2012-06-25 00:24:00 UTC
i5's are selling in NA for under $500.
32 bit is on its way out. It just needs another year or so.
Chainsaw Plankton
FaDoyToy
#10 - 2012-06-25 01:32:37 UTC
I'm on win7 after my boot.ini!

@ChainsawPlankto on twitter

Large Marg
University of Caille
Gallente Federation
#11 - 2012-06-25 01:35:28 UTC
Want 64-bit Eve?

Just load Eve twice. Problem solved.

What was so hard about that?
MailDeadDrop
Archon Industries
#12 - 2012-06-25 02:16:00 UTC
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
Large Marg
University of Caille
Gallente Federation
#13 - 2012-06-25 02:18:58 UTC
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.
ashley Eoner
#14 - 2012-06-25 02:21:54 UTC  |  Edited by: ashley Eoner
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.
Consumer level 64 bit CPUs have been out for over two decades dude.. i5s being on sale doesn't matter it's the actual OS that matters.


BTW the i5 2500k was selling for 160 a year or so ago so I have no idea what your point really means..
Dinsdale Pirannha
Pirannha Corp
#15 - 2012-06-25 02:26:13 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.


Please, step away from the keyboard before you type something else that dumb.
Ampoliros
Aperture Harmonics
#16 - 2012-06-25 03:11:36 UTC
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?)
Large Marg
University of Caille
Gallente Federation
#17 - 2012-06-25 03:17:49 UTC
Hardware will always out pace software by years.
If the game was pulling hard Dx11 graphics and math calculations I think then you might see a 64bit need.

I think most games are 32bit and from the looks of it will not change for about another 5 years perhaps.

Just no real need for it at this time.
Tippia
Sunshine and Lollipops
#18 - 2012-06-25 03:18:10 UTC
Ampoliros wrote:
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?)
Sleepers eat servers.
leviticus ander
The Scope
Gallente Federation
#19 - 2012-06-25 04:13:40 UTC  |  Edited by: leviticus ander
Dinsdale Pirannha wrote:

Please, step away from the keyboard before you type something else that dumb.

be nice. not everyone knows how binary math works.
as to large marg, 64 bit is closer in sixe to 32X32X32X32X32X32X32X32X32X32X32X32X32.
the actual math is 2^32 is 32 bit and 2^64 is 64 bit. and they are working on 2^128, or 128 bit processing.
No More Heroes
Boomer Humor
Snuffed Out
#20 - 2012-06-25 05:31:54 UTC  |  Edited by: No More Heroes
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 pr0n, you see.

.

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