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, 09:23
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Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 09:23
Feb 4, 2014, 09:23
 
no 32-bit OS support? Hardly surprising. In other news, EverQuest Next requires a video card made after 2011.
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Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 09:27
2.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 09:27
Feb 4, 2014, 09:27
 
It will be interesting to see if they hold their ground on this. I'm pretty sure there is a fairly large installed base of XP still. It's a reasonable thing to do, just not sure their customers are reasonable.
“Extinction is the rule. Survival is the exception.” -- Carl Sagan
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Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 09:29
nin
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Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 09:29
Feb 4, 2014, 09:29
nin
 

Fuck XP. Time to move on!

4.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:00
4.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:00
Feb 4, 2014, 10:00
 
You do know that there is a 64-bit version XP Pro available? So XP users can still play this game when it comes out
5.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:06
5.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:06
Feb 4, 2014, 10:06
 
vacs wrote on Feb 4, 2014, 10:00:
You do know that there is a 64-bit version XP Pro available? So XP users can still play this game when it comes out
I did know that, but I have no idea if they represent 1, 5, 10, or 50% of the installed XP base. If I had to guess, I'd guess under 10%.
“Extinction is the rule. Survival is the exception.” -- Carl Sagan
6.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:07
nin
6.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:07
Feb 4, 2014, 10:07
nin
 
Mr. Tact wrote on Feb 4, 2014, 10:06:
vacs wrote on Feb 4, 2014, 10:00:
You do know that there is a 64-bit version XP Pro available? So XP users can still play this game when it comes out
I did know that, but I have no idea if they represent 1, 5, 10, or 50% of the installed XP base. If I had to guess, I'd guess under 10%.

From what I'd heard a few years ago, it was buggy as fuck and no one used it.

edit: There's also a 32 bit version of 7, but no one uses that, either.

7.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:07
7.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:07
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...
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8.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:10
Verno
 
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Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:10
Feb 4, 2014, 10:10
 Verno
 
Ant will be devastated
Playing: Elden Ring, HZD: FW, Kingdom Rush series
Watching: Severance, The IT Crowd, The Batman
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Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:15
9.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:15
Feb 4, 2014, 10:15
 
MoreLuckThanSkill wrote on Feb 4, 2014, 09:23:
no 32-bit OS support? Hardly surprising. In other news, EverQuest Next requires a video card made after 2011.

I actually non-figuratively chuckled out loud at that.
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10.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:21
10.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:21
Feb 4, 2014, 10:21
 
Wallshadows wrote on Feb 4, 2014, 10:07:
I mean, even if you have the machine to run this game well, it still has a 10Mbps 'minimum' requirement tagged on
Holy cow! What the hell are the doing that requires that much bandwidth?
“Extinction is the rule. Survival is the exception.” -- Carl Sagan
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Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:40
11.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:40
Feb 4, 2014, 10:40
 
Mr. Tact wrote on Feb 4, 2014, 10:21:
Wallshadows wrote on Feb 4, 2014, 10:07:
I mean, even if you have the machine to run this game well, it still has a 10Mbps 'minimum' requirement tagged on
Holy cow! What the hell are the doing that requires that much bandwidth?

I'm guessing it will need to stream all the user generated content and the changes players make to the different land masses. 10Mbps does seem quite high however.
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12.
 
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.
This is Bob Barker reminding you to help control the Canadian bartender population — have your Canadian bartenders spayed or neutered.
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13.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 10:58
13.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 10:58
Feb 4, 2014, 10:58
 
At least they are offering refunds to anyone with a 32-bit OS. If this was EA those people would be screwed.
14.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 11:06
14.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 11:06
Feb 4, 2014, 11:06
 
vacs wrote on Feb 4, 2014, 10:00:
You do know that there is a 64-bit version XP Pro available? So XP users can still play this game when it comes out

Anyone who runs XP-64 is a brave, brave soul.
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15.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 11:08
15.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 11:08
Feb 4, 2014, 11:08
 
Mr. Tact wrote on Feb 4, 2014, 09:27:
It will be interesting to see if they hold their ground on this. I'm pretty sure there is a fairly large installed base of XP still. It's a reasonable thing to do, just not sure their customers are reasonable.

With XP support ending in April, only idiots will retain it as their OS. Even our old pc the kids use is getting upgraded in March. Can't imagine playing a game like this on XP, that has to mean you have not upgraded your computer in what 4 or 5 years, means you can't play the game anyway, your computer is too outdated.
16.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 11:08
16.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 11:08
Feb 4, 2014, 11:08
 
Desalus wrote on Feb 4, 2014, 10:40:
Mr. Tact wrote on Feb 4, 2014, 10:21:
Wallshadows wrote on Feb 4, 2014, 10:07:
I mean, even if you have the machine to run this game well, it still has a 10Mbps 'minimum' requirement tagged on
Holy cow! What the hell are the doing that requires that much bandwidth?

I'm guessing it will need to stream all the user generated content and the changes players make to the different land masses. 10Mbps does seem quite high however.

If that's true, this game will eat most users' bandwith caps in around a week or so?

Holy hell, I can play GW2 for an entire night and I've used 150 MB.
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17.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 11:12
Verno
 
17.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 11:12
Feb 4, 2014, 11:12
 Verno
 
Creston wrote on Feb 4, 2014, 11:06:
Anyone who runs XP-64 is a brave, brave soul.

Agreed, XP64 has been essentially unsupported for awhile and even Microsoft wants nothing to do with it anymore.
Playing: Elden Ring, HZD: FW, Kingdom Rush series
Watching: Severance, The IT Crowd, The Batman
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18.
 
Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 11:13
18.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 11:13
Feb 4, 2014, 11:13
 
Even when it was supported it was terrible. My last company ran it for our Geoscientists, and oh my God what a nightmare. Just trying to find drivers for some of the hardware was like having your teeth pulled.
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19.
 
Re: Out of the Blue
Feb 4, 2014, 11:39
Rigs
 
19.
Re: Out of the Blue Feb 4, 2014, 11:39
Feb 4, 2014, 11:39
 Rigs
 
nin wrote on Feb 4, 2014, 09:29:
Fuck XP. Time to move on!

nin wrote on Feb 4, 2014, 10:07:
Mr. Tact wrote on Feb 4, 2014, 10:06:
vacs wrote on Feb 4, 2014, 10:00:
You do know that there is a 64-bit version XP Pro available? So XP users can still play this game when it comes out
I did know that, but I have no idea if they represent 1, 5, 10, or 50% of the installed XP base. If I had to guess, I'd guess under 10%.

From what I'd heard a few years ago, it was buggy as fuck and no one used it.

edit: There's also a 32 bit version of 7, but no one uses that, either.

Holy shit, nin, we touch a nerve or something?

I have to raise my hand on the 'no one uses Win7/x86' thing, though. I absolutely do use it, and often. Some of my systems here at home don't have over 4gb of RAM and really are just upgraded from XP recently anyway. Plus, while the system may have newer parts inside, the peripherals that are hooked to it are older (printers, scanners, webcams) and as such, I can't find x64 drivers for some of them. In addition, some apps and games that the family uses (who aren't 'hardcore') have troubles with Win7/x64 that I'd rather not have to deal with, so it's easier to install 32-bit Win7 when upgrading them from XP (after prying said OS out of their unwilling hands)...

=-Rigs-=
'Sorry, we thought you were dead.'
'I was. I'm better now.'
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Re: EverQuest Next Requires 64-bit OS
Feb 4, 2014, 12:05
20.
Re: EverQuest Next Requires 64-bit OS Feb 4, 2014, 12:05
Feb 4, 2014, 12:05
 
NKD wrote on Feb 4, 2014, 10:45:
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.

What the horse shit? 3Mbit? Rofl, I haven't been keeping up to date on EQN news... that pretty much makes this game unplayable for me(and most people in the US?) because of ISP monthly bandwidth caps.

Sigh, oh well. It's probably not going to be anything special anyway. *Sour Grapes*
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