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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
PinkKnife
The Scope Gallente Federation
136
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Posted - 2012.06.22 02:53:00 -
[1] - Quote
Would it make a large difference? Is it worth doing? Hard to implement? |
Ohanka
Aggressive Narcissists SpaceMonkey's Alliance
146
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Posted - 2012.06.22 02:54:00 -
[2] - Quote
64 bit means 32 wasted bits.
what? |
masternerdguy
Inner Shadow NightSong Directorate
755
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Posted - 2012.06.22 02:57:00 -
[3] - Quote
Wont make a big difference. Things are only impossible until they are not. |
Palovana
Inner Fire Inc.
240
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Posted - 2012.06.22 03:28:00 -
[4] - Quote
Screw 64, take it straight to 256 bits.
MORE BITS! LESS KIBBLE!
What? Please support: export of settings in editable format
Your stuff goes here. |
Abdiel Kavash
Paladin Order Fidelas Constans
611
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Posted - 2012.06.22 07:05:00 -
[5] - Quote
Confirming EVE depends on large-scale numerical computations, and is not UI or network-bounded. |
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CCP Explorer
C C P C C P Alliance
648
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Posted - 2012.06.24 23:42:00 -
[6] - Quote
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 | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Surfin's PlunderBunny
Blue Republic RvB - BLUE Republic
1580
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Posted - 2012.06.24 23:54:00 -
[7] - Quote
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 |
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CCP Explorer
C C P C C P Alliance
652
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Posted - 2012.06.25 00:19:00 -
[8] - Quote
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 It didn't quite register as we had hoped... Erlendur S. Thorsteinsson | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Skydell
Space Mermaids Somethin Awfull Forums
291
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Posted - 2012.06.25 00:24:00 -
[9] - Quote
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
IDLE GUNS IDLE EMPIRE
108
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Posted - 2012.06.25 01:32:00 -
[10] - Quote
I'm on win7 after my boot.ini! |
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Large Marg
University of Caille Gallente Federation
38
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Posted - 2012.06.25 01:35:00 -
[11] - Quote
Want 64-bit Eve?
Just load Eve twice. Problem solved.
What was so hard about that? |
MailDeadDrop
Rage and Terror Against ALL Authorities
54
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Posted - 2012.06.25 02:16:00 -
[12] - Quote
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.
MDD |
Large Marg
University of Caille Gallente Federation
38
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Posted - 2012.06.25 02:18:00 -
[13] - Quote
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. MDD
32+32=64 Programming is that simple. |
ashley Eoner
20
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Posted - 2012.06.25 02:21:00 -
[14] - Quote
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 CPUs have been out for over two decades dude.. i5s being on sale doesn't matter.. |
Dinsdale Pirannha
Pirannha Corp
228
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Posted - 2012.06.25 02:26:00 -
[15] - Quote
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. MDD 32+32=64 Programming is that simple.
Please, step away from the keyboard before you type something else that dumb. |
Ampoliros
Aperture Harmonics K162
59
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Posted - 2012.06.25 03:11:00 -
[16] - Quote
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
39
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Posted - 2012.06.25 03:17:00 -
[17] - Quote
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
8134
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Posted - 2012.06.25 03:18:00 -
[18] - Quote
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.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
CONCORD spawns: quick enough to save you?
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leviticus ander
CATO.nss
181
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Posted - 2012.06.25 04:13:00 -
[19] - Quote
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 32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32X32. 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
GoonWaffe Goonswarm Federation
700
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Posted - 2012.06.25 05:31:00 -
[20] - Quote
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. . |
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leviticus ander
CATO.nss
183
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Posted - 2012.06.25 07:06:00 -
[21] - Quote
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
592
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Posted - 2012.06.25 08:32:00 -
[22] - Quote
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. 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 |
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CCP Explorer
C C P C C P Alliance
658
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Posted - 2012.06.25 09:25:00 -
[23] - Quote
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 | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Captain Stupid
Abaddon Innovations Apocalypse Now.
12
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Posted - 2012.06.25 09:40:00 -
[24] - Quote
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. 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.
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Hermia
Aliastra Gallente Federation
16
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Posted - 2012.06.25 10:05:00 -
[25] - Quote
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
155
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Posted - 2012.06.25 10:15:00 -
[26] - Quote
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
131
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Posted - 2012.06.25 10:46:00 -
[27] - Quote
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. MDD 32+32=64 Programming is that simple.
Yeah but 2^32 + 2^32 != 2^64.
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CCP Explorer
C C P C C P Alliance
660
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Posted - 2012.06.25 11:03:00 -
[28] - Quote
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 | Software Director | EVE Online, CCP Games | Follow on: Twitter / Google+ |
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Hayate Shade
Word Bearer Corp
0
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Posted - 2012.06.25 11:26:00 -
[29] - Quote
*deleted* |
Gilbaron
Free-Space-Ranger Ev0ke
265
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Posted - 2012.06.25 11:48:00 -
[30] - Quote
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 ?) |
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