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OOTP 15 - General Discussions Discuss the new 2014 version of Out of the Park Baseball here! |
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#1 |
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Can OOTP utilize 64gb of RAM?
I'm building new PC and I'm seriously considering going full bore on this thing and maxing out the amount of RAM my mobo can handle. I know there aren't many apps, including games, that even come close to utilizing that amount of RAM, but how about OOTP?
Is OOTP even 64 bit? Maybe I should ask that first? At any rate, thanks in advance for any info.
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#2 | |
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#3 | |
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#4 | |
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Bummer...
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#5 |
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It's not like it has graphics or anything too taxing. I am curious though, because 15 runs a lot slower than the older games, and requires a larger display apparently.
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#6 | |
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Of course not. OOTP is (was? I'm not sure anymore) a text sim in which RAM was far more important than GPU clock speed or RAM amt/speed. It's primarily a numbers crunching app, isn't it? If so, than cpu speed/RAM amount/speed should be the primary factors in determining it's raw performance. I'm not a programmer, so perhaps I'm not grasping this correctly.
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#7 |
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IIRC it's 4GB, but I might be wrong.
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#8 |
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If OOTP is 32-bit, which I believe it is, then you will get no real benefit from having all that RAM. The program won't be able to use all of your processing cores, assuming that you would have at least four. Without being able to use all those cores in conjunction with the RAM, you're not going to get much of an advantage in performance.
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#9 |
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Would it be a major undertaking to make it a 64bit app?
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#10 |
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Considering that the vast majority of quality software programs have already made this move, I don't think it can be all that difficult.
There are a number of issues and challenges that can come up when trying to migrate or convert applications to 64-bit, but, at this stage, everyone has already done the trial and error, and there are countless resources, including from Microsoft and Apple, that can be used to provide guidance and troubleshooting. There are simply far too many applications running in 64-bit for developers to have any excuse for not going in this direction anymore. |
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#11 | |
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#12 | |
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"32-bit x86 RAM limit
In non-PAE modes of x86 processors, the RAM is always limited to 4 GB. Limits on memory and address space vary by platform and operating system, and on Windows by whether the IMAGE_FILE_LARGE_ADDRESS_AWARE value of the LOADED_IMAGE structure and 4-gigabyte tuning (4GT) are in use. Limits on physical memory for 32-bit platforms also depend on the Physical Address Extension (PAE), which allows 32-bit systems to use more than 4 GB of physical memory. PAE and 64-bit systems can address up to the full address space of the x86 processor."
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#13 |
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If I understand correctly*, it would require an entire rewrite over many if not all of the code itself.
* - I dont' have enough experience in the language that Markus uses to code OOTP in, so take it with a grain of salt, from what those I know in the industry with experience, going from 32 to 64 for their work usually involved just rewriting the whole thing. It made it easier to avoid cross contamination.
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#14 | |
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So it isn't just OOTP it is the OS and the programs running in the background. Your AV uses memory while you are playing. You always want to avoid using page file memory. Your HD is the slowest thing and when it has to access the HD for memory everything slows down. While OOTP may not need that much RAM if you keep the computer for a long time, my current build is 8 years old with only the video card being updated a few times, you never know what future updates, AVs, etc might tax your system. If you are on a budget I might start with half that or less. I only have 4 g and have never had a problem. I do notice there is page file memory accessed. I don't play WOW though! ![]() Having a processor usage and memory monitor is the best way to figure out if you need more. In windows, there is a gadget that you can put on the side bar that tracks this. You can see how your processor and memory gets hits. At 4 gb I am running at about 60 to 70% memory usage just from windows and AV running. |
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#15 |
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Things like photoshop, AutoCAD, 3D Max, etc probably can use that much memory.
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#16 |
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They can and do, especially 3D software like AutoCAD and 3DMax. A lot of server software also can eat up memory like candy.
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#17 | |
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In fact, the latest version of one product now requires quad-core systems and 8 GB of RAM as an absolute minimum baseline, and that's just for small, home-based types of production. For major professional projects, you will easily get well above this minimum requirement. But that's definitely not a product like OOTP. |
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#18 |
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Yes. That much RAM would be utterly wasted with a 32 bit OS. If fact, it'll probably utterly wasted anyway.
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#19 |
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I'm not sure where I heard it or if it's even true, but I think they are working on making ootp 64 bit
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#20 |
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OOTP can use 64gb. I'll pm you the address to mail the sticks to...
As for the software, the other guys laid it out. I don't think the game would actually be hard to convert to 64 but (assuming out libraries support it). The convert to 64bit either has trouble when messaging is involved, or if you use a lot of Windows-specific type functions. We do neither, so it probably wouldn't be tough. The problem is that it's essentially useless unless if we actually had something to do with the memory. In fact, often 64 bit programs run slower as stuff bloats, and some operations become more costly. So it wouldn't actually do us any good. The next step to improving speed will be from 1. Fixing stupid things that Markus did in code and 2. Multi-threading. 1 is in progress, 2 hopefully will come in the next year or 2. |
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