Some folks at Activitysimulatorworld have already been playing with some compilation flags or 3rd-party utilities to make OR large-address aware, but I consider these solutions rather poor. They did this because they noticed some routes in urban areas and cities are using already 2 GB RAM or more, and wanted to use as much memory as possible to prevent a OutOfMemory exception.
http://www.elvastower.com/forums/ind...-than-2gb-ram/
The problem is that the XNA Framework is 32-bit only, and Microsoft ditched it all before even trying a port to x64. On UKTrainsim twpol once wrote that the XNA code they use is mainly boilerplate code, and could be replace quite easily by native DirectX code.
Once we go 64-bit however, XP compatibility will have to be dropped. XP only supports up to DirectX 9.0c, and XP 64-bit was a terrible release to get anything working on, so this shouldn't be much of a problem. Most commercial games which have gone 64-bit also require DirectX 10 (which implies at least Vista 64 or Win 7 64).
For now it would be best that development of the 64-bit version will be started with basic functions available (i.e. same features as around v645). Next versions will then contain more and more code from the release version, but rewritten to be 64-bit compatible. Development of the normal version should continue as planned, and once v1.0 is released development of the 64-bit version should be accelerated so that both versions will eventually have the same functionality. From v1.1 onwards, both versions should be developed concurrently, up to a point when Microsoft discontinues support for x86 operating systems altogether.
http://www.elvastower.com/forums/ind...-than-2gb-ram/
The problem is that the XNA Framework is 32-bit only, and Microsoft ditched it all before even trying a port to x64. On UKTrainsim twpol once wrote that the XNA code they use is mainly boilerplate code, and could be replace quite easily by native DirectX code.
Once we go 64-bit however, XP compatibility will have to be dropped. XP only supports up to DirectX 9.0c, and XP 64-bit was a terrible release to get anything working on, so this shouldn't be much of a problem. Most commercial games which have gone 64-bit also require DirectX 10 (which implies at least Vista 64 or Win 7 64).
For now it would be best that development of the 64-bit version will be started with basic functions available (i.e. same features as around v645). Next versions will then contain more and more code from the release version, but rewritten to be 64-bit compatible. Development of the normal version should continue as planned, and once v1.0 is released development of the 64-bit version should be accelerated so that both versions will eventually have the same functionality. From v1.1 onwards, both versions should be developed concurrently, up to a point when Microsoft discontinues support for x86 operating systems altogether.





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