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FPSC Classic Product Chat / Developing using Windows 7 64bit

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Deathcow
FPSC Reloaded Backer
19
Years of Service
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Joined: 13th Nov 2005
Location: Right here!
Posted: 26th Jul 2013 01:32
It has been a long time since I have posted anything on this forum, but I had only just upgraded my computer to Windows 7 64bit. I installed FPSC to the latest patch and used an app call NTcore to allow FPSC to use 4GB of ram. Now that I have been using it for the last month I have to say it is a fantastic improvement to my development. My last project used allot of memory because of the shaders and lights. This meant I had to be very smart about how I built my game. Now using Windows 7 64bit with the NTcore patch it is a totally different story. Development is much easier and fun again.

Has anyone tried using 64bit with the NTcore patch and what is your experience? For me it has been great and I wish I discovered this years ago.

DC

http://www.ntcore.com/4gb_patch.php
poker82
12
Years of Service
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Joined: 27th Nov 2012
Location: Brazil
Posted: 26th Jul 2013 02:44
I use a 64bit system too. It's just see if it won't gonna cause any kind of trouble, like the Blue screen that everyone knows.
With 6 Gb of RAM it won't gonna happen.

Thanks a lot for the tip.

http://www.indiedb.com/games/somniumap
Bugsy
16
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Joined: 24th Nov 2008
Location: another place in time
Posted: 26th Jul 2013 04:58
cool, but would it require everyone else to have the same to play it?

Hire Me! I model, animate, cook, clean, and texture!
poker82
12
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Joined: 27th Nov 2012
Location: Brazil
Posted: 26th Jul 2013 06:41
Quote: "cool, but would it require everyone else to have the same to play it?"


I think it's more useful for developers because the map editor requires more than the build game.

If you find any grammar error in my post HUEHUEHUE
Deathcow
FPSC Reloaded Backer
19
Years of Service
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Joined: 13th Nov 2005
Location: Right here!
Posted: 26th Jul 2013 13:06
poker82 is right this really only helps those using Windows 64bit. I haven't tested it, but it should still work under Windows 32bit. I will give it a test sometime today.

DC
BedsideReaper
14
Years of Service
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Joined: 4th Feb 2011
Location: Lakewood, WA
Posted: 27th Jul 2013 07:06
This sounds amazing. But am I really reading this correctly? Can this really up FPSC's memory cap?

"I think I'm getting the 'Black Lung,' pop."

"Derrick, you've been down there for one day."
Deathcow
FPSC Reloaded Backer
19
Years of Service
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Joined: 13th Nov 2005
Location: Right here!
Posted: 27th Jul 2013 17:05
@BedsideReaper Yes this gives FPSC access to 4GB if your using Windows 64bit. I'm finding that when I'm building my games levels are around 2.3GB.

DC
unfamillia
14
Years of Service
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 29th Jul 2013 15:00
Wait.......So, we (the developers) can bypass the memcap - safely - and after its built, it will play properly with NO errors?!

Deathcow
FPSC Reloaded Backer
19
Years of Service
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Joined: 13th Nov 2005
Location: Right here!
Posted: 29th Jul 2013 15:52
@unfamillia yes that is correct from my test so far. I have managed to build and play maps that where 2.5GB during the build process.

I'm currently looking over games that I had built, but never missed because I couldn't build them.

If anyone who has tried this on 64bit it would be nice if someone could confirm this.

DC
poker82
12
Years of Service
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Joined: 27th Nov 2012
Location: Brazil
Posted: 29th Jul 2013 16:12
According with my test the test game loads much faster and the memory usage, mostly in the light processing, goes over the 32bit base limit reaching 2.5 Gb of memory usage.

And in the built game, it won't pass the 2 Gb.

I just had a strange problem when I patched the built game executable. It lags.

If you find any grammar error in my post HUEHUEHUE

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