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TF2 has a 64bit and Vulkan update in testing
31
#31
Spaceship Servers
3 Frags +
ReeroPhnxtwiikuumitchThis is super good - do we need a different build of srcds for it to work on 64 bit or is it cross compatible?Yes, they're not cross-compatible
Phnxwill the old betas still run in 32 bit?You mean the betas that let you watch demos? They will probably remain 32bit
Yes that's what I meant, And what about programs like HLAE, Lawena and AviRecorder?

I can't speak for client side plugins but this will definitely break a lot if not all server side plugins. I know for a fact that all sourcepython based plugins (tempus being the biggest one) will be bricked for sure, and the sourcepy devs are very dead so thats going to be a lot of fun.

Most SourceMod plugins will be fine, with the exception of plugins that are using Address and integer offsets, due to the way that SM handles addresses (including StAC, oopsie!), but it should be fixable (involving a slight rewrite) with this PR. All *extensions* will need recompiled for x64, but the big ones (Accelerator crash reporting, SteamWorks, etc) are already being handled by some folks. DHooks, which is what some plugins use for function detouring support, does not currently support x64. Hopefully that is remedied, or plugins like TF2 comp fixes will stop working unless they are turned into an extension, which is a slight pain in the ass.

[quote=Reero][quote=Phnx][quote=twiikuu][quote=mitch]This is super good - do we need a different build of srcds for it to work on 64 bit or is it cross compatible?[/quote]
Yes, they're not cross-compatible

[quote=Phnx]will the old betas still run in 32 bit?[/quote]
You mean the betas that let you watch demos? They will probably remain 32bit[/quote]
Yes that's what I meant, And what about programs like HLAE, Lawena and AviRecorder?[/quote]

I can't speak for client side plugins but this will definitely break a lot if not all server side plugins. I know for a fact that all sourcepython based plugins (tempus being the biggest one) will be bricked for sure, and the sourcepy devs are very dead so thats going to be a lot of fun.[/quote]

Most SourceMod plugins will be fine, with the exception of plugins that are using Address and integer offsets, due to the way that SM handles addresses (including [url=https://github.com/sapphonie/StAC-tf2/blob/51b3eb3862331e428c90234f491a951a6c638375/scripting/stac/stac_memory.sp#L205]StAC[/url], oopsie!), but it should be fixable (involving a slight rewrite) with [url=https://github.com/alliedmodders/sourcemod/pull/2112]this PR[/url]. All *extensions* will need recompiled for x64, but the big ones (Accelerator crash reporting, SteamWorks, etc) are already being handled by some folks. DHooks, which is what some plugins use for function detouring support, does not currently support x64. Hopefully that is remedied, or plugins like TF2 comp fixes will stop working unless they are turned into an extension, which is a slight pain in the ass.
32
#32
tf2pickup.org
5 Frags +
kindredmore benchmarks
this is on a 13600k

i did tests on the same demo you did

i7-13700k + rtx 3080 ti
xubuntu 23.10 x64 with 6.5.0-17-generic kernel
nvidia-drivers 535.154.05
2560x1440 screen 180hz

32-bit with mastercomfig 9.10.2 (current) medium-low preset, opengl optimizations, no extra models addon
3267 frames 13.047 seconds 250.41 fps ( 3.99 ms/f) 23.891 fps variability
3267 frames 12.763 seconds 255.98 fps ( 3.91 ms/f) 20.450 fps variability
3267 frames 12.741 seconds 256.42 fps ( 3.90 ms/f) 20.450 fps variability

64-bit, same settings
3267 frames 9.833 seconds 332.24 fps ( 3.01 ms/f) 31.268 fps variability
3267 frames 9.707 seconds 336.55 fps ( 2.97 ms/f) 28.827 fps variability
3267 frames 9.905 seconds 329.84 fps ( 3.03 ms/f) 30.406 fps variability

same pc, windows 11 x64
nvidia-drivers 551.23

32-bit with mastercomfig 9.10.2 (current) medium-low preset, no extra models addon
3267 frames 14.479 seconds 225.64 fps ( 4.43 ms/f) 19.617 fps variability
3267 frames 14.451 seconds 226.07 fps ( 4.42 ms/f) 17.814 fps variability
3267 frames 14.432 seconds 226.37 fps ( 4.42 ms/f) 18.379 fps variability

64-bit, same settings
3267 frames 11.552 seconds 282.82 fps ( 3.54 ms/f) 28.090 fps variability
3267 frames 11.324 seconds 288.49 fps ( 3.47 ms/f) 24.917 fps variability
3267 frames 11.335 seconds 288.21 fps ( 3.47 ms/f) 25.041 fps variability

i used default settings for the game, no cpu gimmicks
shit looks good

[quote=kindred]more benchmarks
this is on a 13600k
[/quote]
i did tests on the same demo you did

i7-13700k + rtx 3080 ti
xubuntu 23.10 x64 with 6.5.0-17-generic kernel
nvidia-drivers 535.154.05
2560x1440 screen 180hz

32-bit with mastercomfig 9.10.2 (current) medium-low preset, opengl optimizations, no extra models addon
3267 frames 13.047 seconds 250.41 fps ( 3.99 ms/f) 23.891 fps variability
3267 frames 12.763 seconds 255.98 fps ( 3.91 ms/f) 20.450 fps variability
3267 frames 12.741 seconds 256.42 fps ( 3.90 ms/f) 20.450 fps variability


64-bit, same settings
3267 frames 9.833 seconds 332.24 fps ( 3.01 ms/f) 31.268 fps variability
3267 frames 9.707 seconds 336.55 fps ( 2.97 ms/f) 28.827 fps variability
3267 frames 9.905 seconds 329.84 fps ( 3.03 ms/f) 30.406 fps variability

same pc, windows 11 x64
nvidia-drivers 551.23

32-bit with mastercomfig 9.10.2 (current) medium-low preset, no extra models addon
3267 frames 14.479 seconds 225.64 fps ( 4.43 ms/f) 19.617 fps variability
3267 frames 14.451 seconds 226.07 fps ( 4.42 ms/f) 17.814 fps variability
3267 frames 14.432 seconds 226.37 fps ( 4.42 ms/f) 18.379 fps variability

64-bit, same settings
3267 frames 11.552 seconds 282.82 fps ( 3.54 ms/f) 28.090 fps variability
3267 frames 11.324 seconds 288.49 fps ( 3.47 ms/f) 24.917 fps variability
3267 frames 11.335 seconds 288.21 fps ( 3.47 ms/f) 25.041 fps variability

i used default settings for the game, no cpu gimmicks
shit looks good
33
#33
0 Frags +

How long till we get 64bit pickup/servme servers?

How long till we get 64bit pickup/servme servers?
34
#34
0 Frags +

Does the 64-bit allow dxlevel 8/81?

Does the 64-bit allow dxlevel 8/81?
35
#35
2 Frags +
RahmedDoes the 64-bit allow dxlevel 8/81?

Yes, it does

kindredmore benchmarks
this is on a 13600k

My PC is so "shit" that
when I use 32-bit I have 144 fps average
and
when I use 64-bit I have 188 fps average

Specs:
i5 6600k @4.4 Ghz
gtx 1070
16 gb ddr4 3200mhz

[quote=Rahmed]Does the 64-bit allow dxlevel 8/81?[/quote]
Yes, it does


[quote=kindred]more benchmarks
this is on a 13600k
[/quote]

My PC is so "shit" that
when I use 32-bit I have 144 fps average
and
when I use 64-bit I have 188 fps average

Specs:
i5 6600k @4.4 Ghz
gtx 1070
16 gb ddr4 3200mhz
36
#36
0 Frags +

Also with 64 bit will there be server optimisations/plugins now possible, that weren't with 32 bit?

Also with 64 bit will there be server optimisations/plugins now possible, that weren't with 32 bit?
37
#37
tf2pickup.org
2 Frags +
wonderHow long till we get 64bit pickup/servme servers?RahmedAlso with 64 bit will there be server optimisations/plugins now possible, that weren't with 32 bit?

tf2pickup.org project as far as i know does not need any changes to work
for tf2 servers, srcds (basically source server, what we use to run tf2 servers) will be delivered as a 64-bit thing, meaning stuff relying on it will have to be modified (for example mały's melkortf/tf2-servers Docker images), but things don't have to be rewritten from scratch, in some project there has to be some changes indeed like steph mentioned STAC, but in most of them it's a matter of recompiling it for 64-bit x86 architecture (aka x86_64) and replacing files with the new ones

[quote=wonder]How long till we get 64bit pickup/servme servers?[/quote]
[quote=Rahmed]Also with 64 bit will there be server optimisations/plugins now possible, that weren't with 32 bit?[/quote]
tf2pickup.org project as far as i know does not need any changes to work
for tf2 servers, srcds (basically source server, what we use to run tf2 servers) will be delivered as a 64-bit thing, meaning stuff relying on it will have to be modified (for example mały's melkortf/tf2-servers Docker images), but things don't have to be rewritten from scratch, in some project there has to be some changes indeed like steph mentioned STAC, but in most of them it's a matter of recompiling it for 64-bit x86 architecture (aka x86_64) and replacing files with the new ones
38
#38
2 Frags +

its out.

https://www.teamfortress.com/post.php?id=220436

its out.

https://www.teamfortress.com/post.php?id=220436
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