EverQuest Next Requires 64-bit OS

Dave Georgeson tweets a "news flash" that SOE's upcoming MMORPG remake EverQuest Next will not support 32-bit operating systems: "Another News Flash: Landmark is going to have to be a 64-bit OS game *only*. We are going to be unable to support 32-bit OS as we had hoped." Thanks GameInformer.
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Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:45
12.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:45
Feb 4, 2014, 10:45
 
Wallshadows wrote on Feb 4, 2014, 10:07:
I wonder how much they'll trim off the requirements to play this game as Alpha and Beta are introduced. Otherwise, they've already severed a fair portion of the gaming community with fairly steep specs so this is just another step in that direction.

I mean, even if you have the machine to run this game well, it still has a 10Mbps 'minimum' requirement tagged on which means folks like me would have to upgrade their internet service if it remains unchanged.

...yeah, I have a 7Mbps connection...

They've got it down to a 3Mbit minimum so far. The issue is that since the terrain is made of voxels and it's a large seamless world, they can't store static meshes of the world on your hard drive. It's like Minecraft in that you're streaming the terrain data to your system on the fly.

As for the 64-bit requirement. Dealing with a voxel world that's got significantly more voxel density than something like Minecraft just makes for a lot of data. You need the extra memory. They couldn't make the game 32-bit compatible because it would mean sacrificing the very scale of the world.

There was a post, I can't find it now, about how switching some database stuff to 64-bit was an enormous performance boost, and solved a lot of crashin.
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 Re: EverQuest Next Requires 64-bit OS
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