Run the game for awhile and then try to quit to find a black screen. Is ED 32 bit only? That could explain some of the problems we are seeing.
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Seconded. It is definitely 64bit. So OP's theory unfortunately is moot.It is 64bit. EliteDangerous64.exe.
An executable can be called 64 bit but still not use more than 4GB of memory for other reasons. Heck, some x86-64 processors are actually only 48bit with some parts being 64Bit. It's terribly confusing actually. Being 64Bit supposedly means a program can address past the first 4GB, not that it can or will ever use more than 4GB. I suppose I may see if I can get it over 4GB of ram usage tomorrow for giggles. I have 64Gb available.
and simply because they were forced to support 32bit at first because all you intel guys took a bit longer to get on the 64bit bandwagon back in the decade that the game first was developed and released.
Its also the windows version, and I recall FDev saying at the time they thought the %s of who wouldn't be supported was sufficiently low.I'm not sure why Frontier didn't switch development to 64-bit sooner, but it wasn't because of the hardware.
Its also the windows version, and I recall FDev saying at the time they thought the %s of who wouldn't be supported was sufficiently low.
I had a similar issue at work, and had to wait until all of our users PCs to be updated to Win7. Now I'm having it again waiting for some to get newer versions of the .Net framework etc.
Assuming this was built using the Microsoft toolset, i.e. Visual Studio (which is likely given that its C++, and the launcher seems to be pure .Net framework) switching from 32bit to 64bit is just a setting on a dropdown. If they use "managed C++" and the solution is correctly configured, you can do this once, on the exe, and all the dlls will inherit at load time, it might be the same for unmanaged (i.e. non-.Net C++). Either way is a very low amount of dev work and theoretically not much QA to make sure the compiler got it right depending on risk appetite (but let's just say we've all got an idea of that post-Odyssey release).
5900x 64 gb of ram and a 3090. In Horizons in HazRes with a ton of NPC combat going on , I never got much above 3Gb of ram usage. YMMV of course.The 64bit addressable space is aimed at the size of the galaxy, requiring that number of possible ID's to properly simulate the galaxy, I've never focussed on exactly how much memory it is using, I will check also.
They don't. .NET is required to run launcher only. On linux you can use opensource launcher and avoid .NET installation at all.If they use "managed C++" and the solution is correctly configured, you can do this once, on the exe,
Odessey uses all VRAM. Bitness you talk about includes RAM + VRAM + BIOS + I/O ports + anything else. So once they use 6Gb VRAM it is compiled to use 64 bit pointers.5900x 64 gb of ram and a 3090. In Horizons in HazRes with a ton of NPC combat going on , I never got much above 3Gb of ram usage. YMMV of course.
I was hoping to get to 5Gb just to put it to rest. I don't consider the games rather light memory usage in my scenario to be either good or bad. It's using what it needs and I am getting the performance I want so I am fine with it.