Nate--IRL-- Posted April 12, 2011 Posted April 12, 2011 You've made curious now, I had to check it :) I'll have to concede to slight performance improvement with 64-bit, I hadn't noticed it before, but as the graph shows it isn't much. (Note the Spike in 32-bit is from a "Landing" that didn't quite play back properly.) System is E8400, 4GB RAM, ATI 4890 v10.7 Win7 64 Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Fishu Posted April 12, 2011 Posted April 12, 2011 the official beta versions (still in beta if you ask me) worked better on 64-bit windows than 32-bit. Of course there was a difference of 3 gigs of RAM, since after obtaining 4 gigs of memory I was being lazy with the installation of 64-bit windows. Full 6 gigs made the game less prone for CTD due to graphical issues.
SUBS17 Posted April 12, 2011 Posted April 12, 2011 I remember when I went from 16 to 32 bit the performance for games was significantly increased so the jump from 32 to 64 combined with multicore processors and dx11 etc. There should be some awesome features in future games in the future with DCS being no exception. I wonder how it stacks up when compared to the original LO 1.02. [sIGPIC] [/sIGPIC]
HydroToad Posted April 12, 2011 Posted April 12, 2011 Form the Stardock article: "not because 64-bit is faster or anything like that, it's just a memory addressing thing and that's it. I don't want anyone thinking that there's some magic about it other than that you can have very very very large textures being juggled in pure RAM all the time." The only reason 32bit code runs a little slower is because it requires emulation whereas 64bit code can run natively. DCS in its present state is not taking advantage of 64bit.
Recommended Posts