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64-bit game version

Posted: Thu Apr 05, 2018 10:54 pm
by jonathanredden
The biggest questions I have always had for programs or games like this is, what would 64 bit bring to the table in building the game in 64 bit? would it help the program have more access to ram? would this increase performance for the game by allowing potentially several stations and planets and several 1000 ships ( with good optimization tens of thousands) and asteroids (tens of thousands) in one system? would it be possible to have this many entities in one system without strong impacting performance?

Re: 64-bit game version

Posted: Thu Apr 05, 2018 11:22 pm
by Silverware
64 bit allows you to:

A) have more than 4GB of ram in use
B) calculate 64bit numbers a little bit faster

It's not a magic bullet, as most games (not Dwarf Fortress) use less than 4GB of ram.
And most numbers in games tend to be smaller. (although it does depend on how it was compiled)

The main gain is for Mods, because mods tend to be excessive, as modders often forgo any cares about performance.
This is the reason why 64bit Kerbal Space Program was so important.

For Limit Theory, the extra RAM shouldn't be a huge deal, but with mods it might well be.

And as for Performance, Josh did a test earlier with 10k asteroids if I recall the numbers correctly.
There were no issues.
The real killers of performance are Path-finding, and Artificial Intelligence.
So while even a million asteroids doing their physics and movement code, won't really be an issue.
A thousand ships each picking targets, and attempting to fly around and dodge, that's MUCH more intensive.

Re: 64-bit game version

Posted: Fri Apr 06, 2018 12:10 pm
by Talvieno
Silverware wrote:
Thu Apr 05, 2018 11:22 pm
The real killers of performance are Path-finding, and Artificial Intelligence.
So while even a million asteroids doing their physics and movement code, won't really be an issue.
A thousand ships each picking targets, and attempting to fly around and dodge, that's MUCH more intensive.
Indeed, which is why I was surprised and impressed by Josh's 2000 fighters at 60 fps. :D

Re: 64-bit game version

Posted: Fri Apr 06, 2018 2:32 pm
by Silverware
Talvieno wrote:
Fri Apr 06, 2018 12:10 pm
Silverware wrote:
Thu Apr 05, 2018 11:22 pm
The real killers of performance are Path-finding, and Artificial Intelligence.
So while even a million asteroids doing their physics and movement code, won't really be an issue.
A thousand ships each picking targets, and attempting to fly around and dodge, that's MUCH more intensive.
Indeed, which is why I was surprised and impressed by Josh's 2000 fighters at 60 fps. :D
I'm not, those aren't overly excessive on the AI demands. :ghost:

Re: 64-bit game version

Posted: Fri Apr 06, 2018 2:44 pm
by Cornflakes_91
Silverware wrote:
Fri Apr 06, 2018 2:32 pm
I'm not, those aren't overly excessive on the AI demands. :ghost:
so you say 2000 ships pathfinding around each other are no strain? :ghost:

Re: 64-bit game version

Posted: Fri Apr 06, 2018 6:49 pm
by Silverware
Cornflakes_91 wrote:
Fri Apr 06, 2018 2:44 pm
Silverware wrote:
Fri Apr 06, 2018 2:32 pm
I'm not, those aren't overly excessive on the AI demands. :ghost:
so you say 2000 ships pathfinding around each other are no strain? :ghost:
Na, I expect their pathfinding here is VERY minimal.

Re: 64-bit game version

Posted: Fri Apr 06, 2018 8:52 pm
by jonathanredden
I should let you guys know that i expect the game to be able to have 2000 frigates, 2000 destroyers, 4000 fighters, 500 cruisers, 100 battleships, and 20 dreadnoughts, AT LEAST, in one system. (those are MY expectations which may be impossible to meet but I'm highly optimistic about performance in this game)

Re: 64-bit game version

Posted: Fri Apr 06, 2018 8:59 pm
by Talvieno
Well, possible, sure, but that FPS is going to be loooowwwwwwww on today's computers. Single digits (or less) most likely.

Re: 64-bit game version

Posted: Fri Apr 06, 2018 10:41 pm
by jonathanredden
The fact that you responded to my comment as if the game would still be somewhat playable in such a state makes me interpret there's still some hope for having lots of ships and minimized performance hit.

Re: 64-bit game version

Posted: Fri Apr 06, 2018 11:31 pm
by Talvieno
Well, Josh did mention (to me, don't know if he posted it on the forums) that somebody spawned around ten thousand ships and it didn't crash (although it went to less than a frame a second). So, in this case, runable != playable. :P