Opened 10 years ago

Last modified 8 months ago

#2611 new enhancement

64 bit Windows build

Reported by: Raymond Owned by:
Priority: Must Have Milestone: Alpha 27
Component: Core engine Keywords: 64-bit Windows
Cc: syed, muhammad Patch:

Description (last modified by Vladislav Belov)

The majority of our users on Windows 7 or higher now have systems capable of running 64-bit applications, so please also offer a 64 bit 0 A.D. build for Windows.

WHY: Google release Chrome for 64 bit Windows that allows to have estimated 25 % more speed. You can also optimise for newer instruction sets that are found in newer processors (Intel Core 2 Duo: the smallest 64 bit processor).

chrome blog: http://blog.chromium.org/2014/06/try-out-new-64-bit-windows-canary-and.html

Change History (10)

comment:1 by Raymond, 10 years ago

Any chance to see a 64 bit Windows build with optimization for newer processors?

comment:2 by sanderd17, 10 years ago

We discussed this, and it's unlikely it will give a big speedup, except for system calls. As we don't do a lot of system calls (and most of them happen during loading), the speedup wouldn't nearly be as good as for a web browser.

The only reason to go for 64-bit would be that we can use more memory. This might be needed in the future but we won't investigate time into porting just yet.

Of course, if someone works on it, and the result isn't slower than the current game, it's a valid patch and should be committed. That's why we haven't closed this issue.

comment:3 by historic_bruno, 10 years ago

Keywords: 64-bit added; 64 bit removed
Priority: Should HaveIf Time Permits

At any rate, I think we should wait until we move to git, because we will split the precompiled Windows libs to their own repo (likely SVN, see #1814). Then we can add the 64-bit versions of all the libs over time, without forcing everyone to download them. It will increase maintenance and build/release/testing complexity to some extent. At the same time, I would like to get the different Windows lib builds streamlined so we can basically run a single script, useful when upgrading our autobuild compiler or something - it's a rather painful disjointed process right now (see #864).

I doubt there will be much noticeable improvement, other than our crappy big screenshot feature that allocates a huge chunk of memory, it might work more reliably :) So it should be a low priority, but something to think about it, it would be an interesting project for someone who wants to get into the game build process for Windows.

Last edited 10 years ago by historic_bruno (previous) (diff)

comment:4 by Raymond, 8 years ago

any updates?

According to http://feedback.wildfiregames.com/static/cpucaps.html :

Users has 96.4% a x86-64 processor in 2014!

Last edited 8 years ago by Raymond (previous) (diff)

comment:5 by Vladislav Belov, 11 months ago

Description: modified (diff)
Priority: If Time PermitsMust Have

comment:6 by Vladislav Belov, 11 months ago

Milestone: BacklogAlpha 28

The OOM problem only grows, and that affects rendering as well.

Also some Vulkan features and debug tools don't work for 32-bits.

comment:7 by syed muhammad nasir abbas , 11 months ago

Cc: syed muhammad added
Component: Core engineUI – Game setup
Priority: Must HaveIf Time Permits

comment:8 by Stan, 11 months ago

Component: UI – Game setupCore engine
Priority: If Time PermitsMust Have

comment:9 by Stan, 11 months ago

Milestone: Alpha 28Alpha 27

Push back

comment:10 by Vladislav Belov, 8 months ago

In 27810:

Removes WInit module completely. Refs #2611

Comments By: phosit

Differential Revision: https://code.wildfiregames.com/D5085

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