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| | Re: 64-bit DirectX game? > Guess there is just not enough 64-bit users to justify a true 64-bit game Quote: > now.... work on 64-bit native. Given that is not an option, you have three basic choices: (1) Make two versions of the game, one 32-bit and one 64-bit native. This is expensive to develop and test. A few games have done this, including Hellgate London and Crysis. (2) Make one version of the game, a 32-bit version, that uses the Large Address Aware feature to give 64-bit users a bit more content than would fit on 32-bit. This is much less expensive to develop and test, but still means only 64-bit users really get the benefits of some of the development cost. This is what Company of Heroes is doing. (3) Make one version of the game, a 32-bit version, and make it all fit into the 2 GB limit of 32-bit OSes that still works for 64-bit users. This is what most games do, although it's getting harder and harder to really do this for games attempting to take full advantage of modern systems and video cards. Of course, there's also a fourth case of "ignore X64 Windows completely", which is being done by a few too many publihsers still. The Games for Windows branding is trying to address this by mandating 64-bit compatibility at a minimum. -- Chuck Walbourn SDE, XNA Developer Connection This posting is provided "AS IS" with no warranties, and confers no rights. |
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