![]() WoW never suffered this even before its squish because it has far fewer calculations to do per second than D3 does. So we either have poorly optimized code, an unfortunate circumstance resulting from mixture of 32-bit and 64-bit operations, or both. However, referencing the above issues I mentioned earlier in the post, if the server is also sending those calculations to the client piecemeal and letting the client assemble them, that too would cause slowdown. The calculations done on the client side are primarily graphics related. ![]() Damage calculations are done server side precisely to prevent client side shenanigans. Otherwise the client would be hacked to do max damage per hit and boom, game broken. As I explained in my first two paragraphs, they don’t.ĭamage is not done client side. Since most of D3’s calculations are done client-side on your own computer, there is concern that large numbers slow down your performance. At that point, when you combine the mixture of 32-bit userspace code with this issue, you get inherently massive slowdown. That isn’t an issue when the end result is within the threshold for the shorter calculation size, but once you get into higher GRs the end result is so large that it would exceed anything that FP16/FP32 could generate in a single calculation. ![]() The second big problem lies in the possibility that the server side code is using 32-bit code for calculations instead of 64-bit code, or at the very least, shorter operations than the singular larger operations might be, which would then require two calculations on the server side per hit. However, D3 is a rather extreme outlier in the sheer number of calculations going on at the same time. Even some modern games run fine as 32-bit clients. In the typical use scenario this isn’t even noticeable. The other problem is that you’re then dealing with 32-bit userspace code in a 64-bit environment. That’s the literal breaking point for the 32-bit D3 client. One is that you’re running in a configuration that maxes out and even crashes at 3.5 GB RAM used. The first is that there is still a 32-bit Diablo 3, and you can bet that a lot of players are still using it. But there are two rather important “no” issues to contend with. Yes, 64-bit CPUs can handle large calculations. Did you even read what Joat said? The computer does not have more calculations based on number size.Ĭertain mechanics can result in more calculations, but number size is not a factor.
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