64 bit Frontiers

Engine, AI, scripting, that sort of thing.

64 bit Frontiers

PostPosted by Vance » Wed Aug 20, 2014 10:30 pm

Ello everyone, I haven't been here in a long time due to college/job.

Was wondering if modifiable Frontiers will have a 64 bit executable client, through Unity, post release, in order to alleviate the 4 GB ram limit.

Reason why I bring this up, is because I have been playing a modded Skyrim and its capacity can be easily reached with just a few texture/mesh replacers and core game mechanic overhauls loaded through the data files.
This game will have a very long lifespan if data limits are removed to unlock the true potential of modding.

Sorry if this has already been asked before previously.
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Re: 64 bit Frontiers

PostPosted by Railboy » Wed Aug 20, 2014 11:12 pm

It's been asked before but I can't remember if I gave a definitive answer.

As far as I know it costs me nothing to build a 64 bit version so YES I expect I'll be releasing one after the 32-bit build is nice and stable.

I'm throwing the 'AFAIK' in there just in case there's some kind of buried time sink I'm not aware of. Unity says it's painless and I've tested it once or twice, but I've been burned enough times to be cautious.
Language is to the mind more than light is to the eye.
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Re: 64 bit Frontiers

PostPosted by Vance » Wed Aug 20, 2014 11:20 pm

Thank you for the timely response, and hope you are staying healthy while working on this project.

This is wonderful news, and very smart to focus on stabilizing the foundation at first.
Best to wait longer for stability than to eat more than you can swallow.
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