@theneko pretty soon unreal just makes the game for you
Seriously impressive what they're doing. I can't imagine other engines catching up for a while
@neauoire @theneko @cone Based on the docs, looks like they even removed 32 bit support?
Well.... even if that's just for the editor, that's kind yikes.
@csepp @theneko @neauoire @cone Ripcord has been around since 2016 and it's never had a 32-bit version. Intel hasn't shipped a 32-bit-only mainstream consumer CPU in 14 years. You know me and that I do a lot of retro computing and old hardware stuff. But it makes no sense to have a second code path for 32-bit computers for mainstream stuff.
@cancel @theneko @neauoire @cone Hmm, idk, I think the reason people are fine with having to throw out their 32 bit systems is because they think it's inevitable. Just like how many people don't question having to buy a new smartphone every 2-4 years.
I have a hard time imagining a game needing fast 64 bit math, when Minecraft could achieve an infinite world on 32 bit.
I get why supporting 32 bit doesn't make business sense for Epic, but I disagree with their business priorities.
@cancel @theneko @neauoire @cone
I think my main gripe is that I don't want software and games to be a luxury. The more people can experience this art form and benefit from these tools, the better. I've met families who could barely afford getting a new laptop when remote learning started. One family bought a used netbook that was 32 bit and had maybe 2 GB of RAM, because that was all they could afford.
@cancel @theneko @neauoire @cone Cheap used hardware is not available everywhere and finding quality used hardware is a challenge for people who aren't experts. This family did not have the time or energy to research this stuff and they needed multiple machines for the kids. Yes, it's not impossible right now where most of us live with the knowledge we have to procure good used hardware, but that is not the case for everyone. It might not be the case for us in a few years either.
@maleza @csepp @theneko @neauoire @cone In terms of architecture and number of years of difference (14 years ago at a minimum) it's similar to asking people to have their software support a Commodore 64 (discontinued 1993/1994) at the same time as an Intel Core i7 Nehalem (introduced 2008).
Of course the actual difference in capability is smaller, but there is a limit to what you can expect people to do for new software.
@neauoire @cancel @maleza @csepp @theneko @cone Meanwhile, IBM mainframes (up to and including the latest Z16 that was just announced) are 64-bit, and can still run software (both kernel and user mode) from 1964 when the System/360 was cutting edge. IBM Power Systems servers can still run software for the System/34 and AS/400, which is 1970-80s era technologies.
I think part of their success here is that MVS and z/OS and i/OS (not to be confused with Apple's iOS, without the slash) have ABIs which aren't tied to any one programming language, and therefore, the systems have no one "magic language" like Linux or Windows does (namely, C).
@cancel @maleza @theneko @neauoire @cone The further we go back the faster hardware was changing then. PC hardware (including portables) has been good enough for daily tasks and even gaming for longer than 14 years.
Obviously if you really *need* to make something (especially within a deadline) that *needs* modern hardware features, target modern hardware. But I don't think most game devs should fall into that category.
@cancel @maleza @theneko @neauoire @cone Depends on the resources available, but yeah. Epic certainly has the resources to do it, it's just not where their interests lie.
This is where having access to source code is very useful, so people can support their own use cases. Modularity too. Eg.: I don't think Unreal's animation system needs 64 bit hardware. Or even a GPU for that matter. So the high perf code can often remain optional.
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