Llevar
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Re: Re: Re: Allows me to educate you boobs
I agree entirely that Valve will not have a 64-bit client. It would be a pretty unsound business decision to dedicate thousands of man-hours to recoding a game for a yet unreleased operating system(a Windows one at that, which really means at least two service packs until its semi-reliable) with a slight performance gain for the 0.0000000001% of the user base who will actually have the 64-bit chips in the next couple of years. Coupled with the absence of expertise with the new instruction set results in a big no-no for Valve porting the client to 64-bit based processors.
In my eyes, if anything will make a real breakthrough in the speed with which memory intensive applications run in the next few years it will be a new mass storage technology that will bring these devices to the same order(or even anywhere close) of speed as RAM.
Originally posted by Janglur
Correct, on most parts.
I cited /an/ Opteron. There's several typed out there. 220, 420, 820, etc.
And, these ultra-fast Opterons are alost some $2000+ dollars, for the CPU alone.
Who here wants a few extra FPS /that/ badly?
As for the 64-bit data instruction sets, it's true this will become more efficient in time. But seeing as how Half-Life 2 was programmed intiially in 32-bit instructions, to utilize 64-bit instructions would mean entirely redesigning it. I doubt they will go through that trouble for a 5-10% speed increase, especially since they'll not come near using 100% of a high-end 32-bit processor /anyway/.
The 64-bit data isntruction won't become very useful until we've had it for another ten years, same as 32-bit.
Remember: We have 128, and even 256 bit console systems now. But they're mostly still using 32-bit instruction sets!
These extended instruction sets have little place in computers, yet. A few might make a novel save in typing here and there, but one set isn't going to make a game suddenly run twice as fast.
Bitrate evolution and programming evolution are seperate worlds. And the latter moves much, much slower.
Remember: NASA uses mostly 16-bit processors for it's most important controls. Because the instructions, while limited, are reliable and more easily predicted.
I agree entirely that Valve will not have a 64-bit client. It would be a pretty unsound business decision to dedicate thousands of man-hours to recoding a game for a yet unreleased operating system(a Windows one at that, which really means at least two service packs until its semi-reliable) with a slight performance gain for the 0.0000000001% of the user base who will actually have the 64-bit chips in the next couple of years. Coupled with the absence of expertise with the new instruction set results in a big no-no for Valve porting the client to 64-bit based processors.
In my eyes, if anything will make a real breakthrough in the speed with which memory intensive applications run in the next few years it will be a new mass storage technology that will bring these devices to the same order(or even anywhere close) of speed as RAM.