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64 bit confusion


dognosh

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I am getting up to date very quickly since my return but the 64 bit part is confusing me.

In the launcher, settings -> advanced section, there is a 64 bit option. But here(posted last week) http://forum.kerbalspaceprogram.com/threads/102145-0-25-Astronomer-s-Visual-Pack-Interstellar-V2/page63 there is a 64 bit hack help called "64 Bit EVE AVP Help" in the 2nd post.

1. If I want to surpass the 3.5G RAM limit

  • do I run the 64 bit option in the launcher ?
  • do I run the 64 bit option in the launcher & do the 64 bit EVE AVP hack ?
  • do I run the launcher in 32 bit & do the 64 bit EVE AVP hack ?

2. In your opinion, should I stick to 32 bit ,as I am on WIN 7(16G RAM), and just hold back putting too many mods on ?

3. Whether I go 32 bit or 64 bit, Should I run opengl or DX11 ? though most of you say the former, I hear DX11 is better on RAM use ?

I am asking as I am around 3G in RAM use right now and want to add AVP & outer planets + EVE

thanks all :)

edit:

4. The 64 bit option in the launcher, is that beta, official or not the 64 bit talked about in the EVE AVP hack ?

Edited by dognosh
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After poking around different options, I eventually just do -force-opengl now. I just had AVP installed recently. Without opengl it's 3.7G upon loading and quickly crashes with a couple of minutes play.

With opengl, it's <2G upon loading and it stays ~3G most of the time. I'm really happy and not going to bother 64-bit stuff until it's officially supported.

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After poking around different options, I eventually just do -force-opengl now. I just had AVP installed recently. Without opengl it's 3.7G upon loading and quickly crashes with a couple of minutes play.

With opengl, it's <2G upon loading and it stays ~3G most of the time. I'm really happy and not going to bother 64-bit stuff until it's officially supported.

thanks for your time :)

You answered one important question(Q #2)

I am still confused on #1 and #3 , and also #4(which I just added)

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There is no official x64 implementation since it is extremely buggy. Many mods also do not have support for x64 for the same reason.

You can try to run the workaround x64 patch by just double clicking that file (should be like ksp_64 but I don't have ksp in this machine), don't use the launcher.

In my opinion you should stick with x32 until the devs release the official (and stable) x64 version, which would be 1.1 or later.

Hope to clarify your confusion :).

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There is no official x64 implementation since it is extremely buggy. Many mods also do not have support for x64 for the same reason.

You can try to run the workaround x64 patch by just double clicking that file (should be like ksp_64 but I don't have ksp in this machine), don't use the launcher.

In my opinion you should stick with x32 until the devs release the official (and stable) x64 version, which would be 1.1 or later.

Hope to clarify your confusion :).

thanks :) I now understand #2,#3 & #4.

What if I want to run 64 bit to add EVE & AVP ?

do I run the 64 bit option in the launcher ?

do I run the 64 bit option in the launcher & do the 64 bit EVE AVP hack ?

do I run the launcher in 32 bit & do the 64 bit EVE AVP hack ?

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Apparently try the Directx 11 command line argument, it should reduce your memory footprint enough to run Eve and AVP. It could also cause glitches. Best bet for stable is to go Linux. It has the only stable supported 64bit ksp client.

- - - Updated - - -

thanks :) I now understand #2,#3 & #4.

What if I want to run 64 bit to add EVE & AVP ?

do I run the 64 bit option in the launcher ?

do I run the 64 bit option in the launcher & do the 64 bit EVE AVP hack ?

do I run the launcher in 32 bit & do the 64 bit EVE AVP hack ?

The Eve pack is for 64bit installs, if you have Windows it is by default 32bit, unless you have done the not recommended 64bit hack.

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Apparently try the Directx 11 command line argument, it should reduce your memory footprint enough to run Eve and AVP. It could also cause glitches. Best bet for stable is to go Linux. It has the only stable supported 64bit ksp client.

- - - Updated - - -

The Eve pack is for 64bit installs, if you have Windows it is by default 32bit, unless you have done the not recommended 64bit hack.

thanks :)

If I hack EVE and AVP, do I set the following to run KSP in 64 bit ?

5Fc8mce.jpg

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I wouldn't think so, because if you rename the .exe to KSP.exe, the launcher won't know the difference. If you see the Nyan Kitty, you've done it right. It runs very stable, but there are a handful of mods that won't work. (Only ones I know of that don't work: FAR, DRE, Realchute, Contract Configurator)

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There is no official x64 implementation on Windows or Mac (Linux is fine) since it is extremely buggy and Unity does not provide the tools Squad needs to support those environments. Many mods also do not have support for x64 for the same reasonbecause users often assume bugs in win64 builds are caused by their mods.

Sorry, had to correct you there. Success with the hack is rather hit-or-miss. And since your whole reason to use it is to run mods, please don't ask for mod support without first verifying that whatever bug you're experiencing is legitimately caused by the mod (that is, reproduce it in 32-bit first).

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There's an AMD compatibility mode? :huh:

If I remember correctly that's for some ancient AMD processors that lack a certain command set extension. Sadly, I don't remember which. I wouldn't bother about it if the game is running without checking it, as it probably leads to worse performance on modern CPUs.

Regarding the 64bit option in the Launcher: It probably won't do much at the moment, as the current KSP version doesn't ship a 64bit binary for Windows. Anyhow, as far as I understand Unity, all that this Launcher setting does is to replace the KSP.exe and mono.dll files by the 64bit versions before the game is launched, and that's also what one would do by hand if one followed the guide for the 64bit hack.

So, if you really are desperate to run the 64bit hack, just follow the guide for it, and then launch KSP directly through KSP.exe, without using the (imho completely useless) Launcher at all.

Nevertheless, I would advice not to use the 64bit hack, but rather to use the Linux version of KSP, for which official 64bit support exists. Also, on Linux 64bit (nearly) all mods will work, while for 64bit Windows many mods disable themselves as mod authors don't want to bother with people running an unsupported version of the game and attributing issues caused by this to mods. Not that one couldn't just get the source code of said mods, edit out the checks and recompile them, but please, please do not publish mod .dll files modified in such a way. That caused quite a heated discussion with mod authors quitting development (at least temporary) when there was an official, yet experimental 64bit Windows version released some months ago.

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