Drakkan wrote:minmay wrote:Drakkan wrote:from main campaign perspective I can only agree - optimization should be quite ok and I know AH improved it a lot. However from modder perspective it just sucks. Currently we are limited not only in size of the mod, but also from using custom tilesets etc... and this is confirmed reality, not just complaint

What do you mean?
See Dr.Disaster answer. I know you can say this is not AH mistake and I understand I cant blame them for it, but still from my view this is bad optimalization as the game should count with something like this and it should be 64-bit windows world, not 32-bit :/
There is no optimization that would allow your mod to use more than 2 GiB of RAM. I'm not sure how you're even running into a problem with that in the first place, unless you're not compressing your textures or you're importing all standard assets or something.
Isaac wrote:Isn't 64 bit slower?
no
Isaac wrote:There are several apps that ship with both 32 & 64 bit versions. I think that for a game with user mods, it might be in order to offer the same, and simply have the mods flagged internally as requiring the 64 bit version, or optionally they could detect the app version and use substitute content. (Though I think it far better, and easier, to simply upload two versions of the mod, and let the player pick the best one for them.)
It's not always as simple as flipping a compiler switch, the code may not be 64-bit clean already. And it would be a compatibility nightmare for mods.