morph6877 opened this issue on Nov 03, 2006 · 22 posts
Solo761 posted Mon, 06 November 2006 at 12:20 PM
Quote - I could be wrong but isn't it 2 gig max per thread? that would mean that you could use 8 gigs for the four threads. (Again its been a while since i read the specs so.... )
Also Poser does not need to be 64 bit. (Its been discussed before.) What would benefit from 64-bit support is the renderer, the hair/cloth rooms, and anything else that does large number crunching. If you want to know if the raytracer can handle 64 bit check out the company that codes it for e-f. If their current version is 64 bit you might get lucky.
I'm not sure about that. In dual core processors every core (processor) has access to the same memory, and if they work under 32bit OS then they can allocate maximum of 2^32 memory addresses, i.e. 4GBs of RAM. If each core could allocate it's own 4GBs of RAM, and they still share load that would be very inefficient since you'd need double amount of RAM for the same thing. Kinda like how SLI graphic cards work.
In real life, there are some tricks, like PAE (Physical Address Extension) which enables 32bit processors to allocate up to 64GBs of ram. But that ability isn't used very much although modern processor support it.
64bit OS can allocate 2^64 memory addresses which is 16x64GB's. And AFAIK 64bit windows can allocate more than 2GB per application. That would eliminate current memory roof that poser has, and also eliminate the dreaded "Out of memory" message. There would also be some speed increase, since 64bit CPU, with 64bit OS, works with 64bit integers, as compared to 32bit integers that we have now, but we would gain more with just the memory side than speed increase.