Upvote Upvoted 0 Downvote Downvoted
Does TF2 act differently on 32-bit OSes?
posted in Off Topic
1
#1
0 Frags +

I was thinking about how the source engine is 32-bit and how windows runs that through emulations. Does that affect how the game acts?

I was thinking about how the source engine is 32-bit and how windows runs that through emulations. Does that affect how the game acts?
2
#2
-1 Frags +

can you link something about how windows "runs 32 bits programs through emulations"?

can you link something about how windows "runs 32 bits programs through emulations"?
3
#3
-1 Frags +

https://youtu.be/IknbgnJLSRY?t=119
Unless i got confused by this...

https://youtu.be/IknbgnJLSRY?t=119
Unless i got confused by this...
4
#4
7 Frags +

Not noticeably.

https://docs.microsoft.com/en-us/windows/desktop/WinProg64/performance-and-memory-consumption

Not noticeably.

https://docs.microsoft.com/en-us/windows/desktop/WinProg64/performance-and-memory-consumption
5
#5
2 Frags +

x86-64 CPUs can run x86-32 natively as far as I'm aware
what Linus means is that 32 bit code needs to be recompiled to 64 bit at the very least
it's possible that floating point operations might diverge between the two but that's as much the fault of the different architecture as it is the fault of things like silicon quality, ram speed, OS architecture, and such. divergences usually don't matter because the source physics+networking model picks a single authoritative figure which all other clients will update from 66 times per second, the differences can only be tiny and unperceiveable

x86-64 CPUs can run x86-32 natively as far as I'm aware
what Linus means is that 32 bit code needs to be recompiled to 64 bit at the very least
it's possible that floating point operations might diverge between the two but that's as much the fault of the different architecture as it is the fault of things like silicon quality, ram speed, OS architecture, and such. divergences usually don't matter because the source physics+networking model picks a single authoritative figure which all other clients will update from 66 times per second, the differences can only be tiny and unperceiveable
Please sign in through STEAM to post a comment.