Has there been anymore news on the 64-bit version of the game? Last I read, they were having trouble with getting a 64-bit version of Havok from Intel.Also are there still plans to have bigger maps in the 64-bit version?I don't know of any native 64-bit games, especially one that offers more features by using the 64-bit binary. I really hope more developers follow suit.
I build a 64bit Vista, Intel I7 machine just so that I can play on gigantic maps. Maybe my wife will join me in a game again. She used to quit once the map was explored in Civ 4 - exploration was all she cared about.
I hope the 64bit support will be ready by the time the game is released next year.
I was wondering the same thing- has Intel gotten a 64-bit native version of Havok working yet? (I hope this doesn't make a native 64-bit game impossible).
According to the Purchase page, it will be 64-bit native:
https://www.elementalgame.com/purchase.asp
So, maybe it will be possible. Cross your fingers, anyway!
Turns out I found an older thread on this issue:
http://software.intel.com/en-us/forums/havok/topic/62220/
Doesn't sound too promising, though. Maybe SD has been able to get them to make 64-bit physics a priority (here's hoping, anyway)!
I also found the old post that Brad mentions hoping for 64-bit support. At least the game engine is 64-bit even if physics isn't.
https://forums.stardock.com/358643
Well, the way I read that thread, is that intel doesn't have any plans to supply a 64-bit trial version have the Havok engine (Try Havok) but if a company wants to get the source code to compile their own 64-bit version they have to contact the sale team to work something out, so I wouldn't rule it out yet.
brad has said "is anybody here from Intel? We need a 64-bit version of Havok." I think in about every stage presentation I've seen him speak.
I somehow doubt this game will be able to take advantage of more than 4GB of RAM, which is one of the only benefits to going 64-bit.
I don't get it... So you're saying you don't believe they'll actually make Elemental 64-bit? Or that even if it is 64-bit, even running a huge map at the highest graphics and texture settings, it won't need 64 bit? If you mean the latter, then you're crazy If you mean the former, then I hope you're wrong! And even if they can't get a 64-bit version of havoc, they should still be able to utilize more than 4 GB of ram for things that aren't fed through the physics engine (considering the rest of the game is going to be 64-bit enabled).
They already can do it on some levels, just not in any of the graphical builds because of Havok. Map size is limited by ram, and it isn't as simple as "limited to 4GB of ram". Certain variable peramiters must be set with small restrictions in 32-bit. A 32-bit machine for example just cannot function with a map landscape over a certain size. (64-bit has the same problem, but the size is far greater than any current systems can even try to reach)
And saying its limited to 4Gb isn't even accurate, its really limited to 2GB, just windows XP has a work around to give access to up to 4Gb. And 2Gb, or even 4 Gb, of space isn't that much space anymore. Its a serious limit in terms of what kinds of textures, filters, animations, and other storage intensive files. You can see texture limits in the current next gen consoles rather well. The PS3 for example is a supercomputer by the defitions of "supercomputer" at the time of its launch. However limited memory causes it often faulter in environments with particularly complex textures.
Point is, ChongLi, yes, they could have benifit from more than 4GB of RAM just with a bit of tweaking from the buildy were showing at PAX.
@pigeonpigeon: I would think there would be a way just to have a process running at 64-bit and have the graphics handled by a second system running as 32-bit. But its one of those cases where "I don't know how you would do it" so I wouldn't expect it. I can imagine internal system sync nightmares coming from such an attempt.
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