Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: 64 bit version  (Read 2491 times)

K.I.L.E.R

  • Bay Watcher
    • View Profile
Re: 64 bit version
« Reply #30 on: April 26, 2011, 06:50:02 pm »

Have we got any sort of confirmation of any performance related work being done by Toady?
Logged

G-Flex

  • Bay Watcher
    • View Profile
Re: 64 bit version
« Reply #31 on: April 26, 2011, 06:53:15 pm »

In real world scenarios, 64bit is actually slower.

Er. What?
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

DrKillPatient

  • Bay Watcher
  • The yak falls infinitely
    • View Profile
Re: 64 bit version
« Reply #32 on: April 26, 2011, 07:08:06 pm »

In real world scenarios, 64bit is actually slower.

Er. What?

I think the difference is that 64bit has the ability to support more than 4GB RAM. Some 32bit programs don't run as well on 64bit, because they're not optimized for that architecture.
Logged
"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
    Scott Meyers, Effective STL

I've written bash scripts to make using DF easier under Linux!

G-Flex

  • Bay Watcher
    • View Profile
Re: 64 bit version
« Reply #33 on: April 26, 2011, 07:14:04 pm »

Your code shouldn't really be "optimized" for 32-bit architecture except in relatively odd circumstances.

Also, there are more differences between x86 and x86-64 than being able to utilize more memory space. People have mentioned some recently in this thread.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

devek

  • Bay Watcher
  • [KILL_EVERYTHING]
    • View Profile
Re: 64 bit version
« Reply #34 on: April 27, 2011, 08:42:23 am »

Big pointers, hehe.
Logged
"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

G-Flex

  • Bay Watcher
    • View Profile
Re: 64 bit version
« Reply #35 on: April 27, 2011, 10:35:11 pm »

What about them?
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

devek

  • Bay Watcher
  • [KILL_EVERYTHING]
    • View Profile
Re: 64 bit version
« Reply #36 on: April 28, 2011, 03:48:50 am »

They are slower?
Logged
"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

kaenneth

  • Bay Watcher
  • Catching fish
    • View Profile
    • Terrible Web Site
Re: 64 bit version
« Reply #37 on: April 28, 2011, 01:42:01 pm »

It's not the size of the pointers, it's how you use them.

 :P

DF seems chock full of referances between objects, every object has a creator, owner, holder..., every open tile has objects in it, every creature has a mother, father, every intelligent creature has relationships... if the size of each of those properties doubles (that is, if it's a pointer, instead of a char/int16/int32 array index), it not only can increase the actual amount of main memory required, it also pushes other data out of the lowerest level CPU cache, which means more memory accesses, which means much slower running.

If it is just an index, that means there is another level of indirection to actually access anything, which again, is slower.

The reason 64 bit is great for huge photoshop images, and enterprise databases is that it's a small number of huge objects; so that the space taken up by referances to the objects is minimal; this also works for games with chunky 3d models/textures/sound clips; for DF, not so much; until the map itself occupies more than half a gig (like a huge embark)
Logged
Quote from: Karnewarrior
Jeeze. Any time I want to be sigged I may as well just post in this thread.
Quote from: Darvi
That is an application of trigonometry that never occurred to me.
Quote from: PTTG??
I'm getting cake.
Don't tell anyone that you can see their shadows. If they hear you telling anyone, if you let them know that you know of them, they will get you.
Pages: 1 2 [3]