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Wakeupcall

Sergeant
32 Badges
Feb 24, 2011
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I think SimCity 2013 engines biggest issue was it was 32 bit.... so just wondering if this is 64?

Also will there be agents? Or will it be spreadsheet like SC4?

Also will there be multiplayer?
 
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Current specs listed below.

Minimum:
OS: Microsoft Windows XP/Vista/7/8
Processor: 2 GHz Dual core
Memory: 3 GB RAM
Graphics: nVIDIA GeForce 8800, 512 MB RAM or ATI Radeon HD 3850, 512 MB RAM
DirectX: Version 9.0
Network: Broadband Internet connection
Hard Drive: 2 GB available space


Recommended:
OS: Microsoft Windows 7/8 (64-bit)
Processor: 3 GHz Quad core
Memory: 4 GB RAM
Graphics: nVIDIA GeForce GTX460, 1 GB RAM or AMD Radeon HD 6850, 1 GB RAM
DirectX: Version 9.0
Network: Broadband Internet connection
Hard Drive: 2 GB available space


So long as there is Multi-threaded support and ability to use more than 4GB ram then all should be good but I do also hope that that there is x64bit support.
 
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If I have Windows 8.1 64 bit, memory 4GB, Intel Core i7-4700MQ CPU and GeForce GT740M is enough to runs the game smoothly?
I do not do well on the technical parameters of the computer.
 
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If I have Windows 8.1 64 bit, memory 4GB, Intel Core i7-4700MQ CPU and GeForce GT740M is enough to runs the game smoothly?
I do not do well on the technical parameters of the computer.

It should be enough.
 
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Anyone know if Intel® HD Graphics 4000 is good enough? From what I understand it is pretty bad.

I am sorry but that card only have 128mb vram while the game requires 512mb and recommends 1gb. :/
 
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64bit support is a must in this age, and its not only about allocable RAM.

Unity Engine is 64bit as well so it shoudnt be such a proble to create 64bit builds of the game
 
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64 bit is probably very important when you install lots of mods. I know this is something that comes up with Kerbal Space Program which also runs on Unity.
 
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Yet 32-bit works on more systems, seamlessly. And as long as you don't run into the memory limit there won't be any problems, it can even be faster (smaller pointers).
 
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Yet 32-bit works on more systems, seamlessly. And as long as you don't run into the memory limit there won't be any problems, it can even be faster (smaller pointers).

Caching 64-bit pointers is less efficient, yes, but since 64-bit can handle more simultaneous function calls than 32-bits, 64-bit will be a lot faster than 32-bit in simulations.
 
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While 64-bit architecture is important now, just think of how it will only grow in prevalence. Feasibility for 32-bit will only dwindle, and it will do so long before this game has "had its time".

Tell that to The Sims designers who are doggedly sticking to 32bit lowest common denominator in spite of having to constantly make the game dumber and dumber to cope with it.
 
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Tell that to The Sims designers who are doggedly sticking to 32bit lowest common denominator in spite of having to constantly make the game dumber and dumber to cope with it.

Despite its name, The Sims isn't a resource heavy because it's simulating a lot. It's simulating a few characters, and the rest is made up of graphics and other fluff.
 
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Caching 64-bit pointers is less efficient, yes, but since 64-bit can handle more simultaneous function calls than 32-bits, 64-bit will be a lot faster than 32-bit in simulations.

I forgot about the new call convention. It will be faster, I think, and it won't need to load the same data all the time because it can just keep it all in memory.
 
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Hi everyone,

we understand your concern and we're keeping track of the game's memory consumption at all times.

As of now we strongly believe that the game will use less than 4GBs of RAM.

But rest assured that if during the development anything leads us to think that the game will need more memory, we will take any action necessary to make the game enjoyable for everyone.
 
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Just to say, 3 hrs of gameplay on maps with less than 25% free space and over than 50 routes were making the game using about 3 GB of RAM, talking about CiM2.
 
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