Make a damn 64bit exe.

Post » Mon Dec 12, 2011 10:32 am

I'm using Windows 7 64 bit. 4 GB of RAM. GeForce 560ti 2 GB.
I'm using the 4 GB enabler version 1.3.

I've had maybe 3 crash to desktop from 156 hours of play. I dunno, maybe something else is wrong with your rig? Poor Antivirus or something...
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KiiSsez jdgaf Benzler
 
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Post » Mon Dec 12, 2011 1:11 am

I have no issues with Graphics or anything I just end up crashing to desktop.

Actually in one dungeon (Where you get the gold claw) as you go up the 1st steps/ramps to go across a bridge above your head if you go ip the steps and turn right ( Dead end) my game will crash to desktop I did this 3 times to check if it was that and it happened everytime.

Thats not my computer thats the game.


You say that with such confidence but I can say 100% that my crashes to desktop were fixed by video card drivers. I had no issues with graphics either but I would get random crashes to desktop (particularly in caves and dungeons). Since I rolled back driver I have had no crashes in 9 days.

Saying it is the game is going to get you nowhere as it is often a combination of factors that cause these issues. Conflicting drivers is probably the cause and using a 64 bit exe is not likely to fix anything.
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Tarka
 
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Post » Mon Dec 12, 2011 11:33 am

Using Windows 7 64Bit, got 4Gig ram, had one crash in way more than 100 hours ingame. huh? I think you have some other problem than the memory restriction.
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Fiori Pra
 
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Post » Sun Dec 11, 2011 10:25 pm

My game doesnt crash if I run no mods, and the only mods I'm using are texture mods.
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Beast Attire
 
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Post » Mon Dec 12, 2011 1:14 am

My game doesnt crash if I run no mods, and the only mods I'm using are texture mods.



I love mods but the moment you start adding them your game starts to CTD every so often.

This happened when you added tons of mods to Oblviion even using the latest tools at the time

:D
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Laura Cartwright
 
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Post » Mon Dec 12, 2011 3:56 am

I love mods but the moment you start adding them your game starts to CTD every so often.


Dude, texture-mods don't have compability issues. The only issue for most players is that the allowed memory isn't enough to load em, so we get crashes. For more than 90% of all people who are using those the 4 GB Enabler fixes almost every crash. Since I run with the 4 GB Launcher I had not a single CTD, before it was hell.
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Alan Whiston
 
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Post » Mon Dec 12, 2011 7:34 am

Sine the last patch the game been randomly crashing for me too, on Win7 and 4Gb RAM. Bethesda really either release a working patch or a CK..... please.
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Jesus Sanchez
 
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Post » Sun Dec 11, 2011 9:50 pm

http://4gb-skyrim-mod.softonic.de/

try this maybe it helps


Who the [censored] links to a German website....

wow
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Laura Tempel
 
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Post » Sun Dec 11, 2011 9:39 pm

Win 7 64bit here too and not a single crash in over 85hours of play.
Have yet to see if the patch changes that though :whistling:
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Myles
 
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Post » Mon Dec 12, 2011 1:35 am

1. How do you know the crashes are memory-related
2. How do you know increasing the memory limit would fix them
3. What would you do with all that extra memory? The game was made for a [censored] XBox 360 which has 512MB of memory. You're allowed four times that. You really believe increasing the limit will change anything?


The thing is that if you got a 32-bit system and it allocates memory "out of bounds" (which happens fairly often actually), something crashes. I never said that Skyrim NEED to use more memory, it just have to handle that the system itself can have more than 4gb ram. That is why we need a 64-bit executable. Plus, it usually runs better on 64-bit operating systems when they run native and not in an emulated mode.

1. Math, computer theory and experience. I bought more memory for this computer, some time ago and I was way too lazy to reinstall it with a 64 bit operating system for a while. When something get out of bounds and an application tries to access that piece of memory, the application get some random data instead. The result is that anything can crash, with no exception. It can be the same program 10 times in a row and then some random other application.

2. It will solve the above problem, since you can't get unreachable data.

3. The game DOES NOT need to use more memory, it just has to be able to reach whatever data the game places in the memory. It's making coffee like this: Add water to the coffee machine (sorry, but I have no idea about what this is called in english), and find the coffee bag and put the coffee powder in that. Now, you place the coffee bag in the boiler and place the coffee pot where it's supposed to be. Now, another guy in the house has swithed the location of the coffee bag, and it is now a poison there instead (just because he can push the coffee a little to the side to give the poison container the space it needs for storage), and you start the coffee machine. When the coffee machine has finished the "coffee" you go and serve it. Your friend expects coffee and start drinking (he doesn't check what it is that you're serving him) without checking what's actually in the cup. He expects coffee, but since it's not coffee it could be whatever for what he care. What went wrong? The coffee machine could not find the coffee powder where it expects it to be, but it doesn't care about that. It just starts boiling the coffee as if everything was in perfect order. If you put poison in it instead, it couldn't care less, and in this case your friend would drink it without second thoughts. What was supposed to happen? Your friend was supposed to enjoy a cup of coffee. What happened? You poisoned him and killed him. The lesson? Computers are stupid and doesn't care. Thanks to humans (who made the software), they give you the impression that they do. The only thing they can do is switching between 0 (zero) and 1. But they're damn good at that. What would've avoided the situation? Everything that was needed was knowing the fact that there was more items in the kitchen cabinet than usual, but your brain said that there was not space for even one atom extra inside the kitchen cabinet when, in reality, it's wrong.

I know the story sounds stupid and everything, but it's the basics. Basically, you give the application the wrong data and it causes it to crash (die), and it might be a system call and that results in a bluescreen (on windows).
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Richard
 
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Post » Mon Dec 12, 2011 10:36 am

Who the [censored] links to a German website....

wow

I tried to DL that and it asked to install some weird german spyware.
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ruCkii
 
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Post » Mon Dec 12, 2011 5:16 am

Don't worry, I'm not on 64-bit and I still crash a lot

It's an elder scrolls game, they just don't want you to play more than 30 hours on one character, nor install multiple mods
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Judy Lynch
 
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Post » Sun Dec 11, 2011 9:36 pm

Mods please delete that softonic.de link they are well known to force you into making an account and then charge for (fast) downloads. *sends the Dark Brotherhood to take care of that heathen who dared to post such a link*
http://discuss.joelonsoftware.com/default.asp?biz.5.645744.4
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Joe Bonney
 
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Post » Mon Dec 12, 2011 12:03 pm

That is exactly why it runs perfect (or rather, it should run CLOSE to perfect) for you, because you don't have more memory than a 32-bit operating system can handle, or a 32-bit executable for that matter. Not building a 64-bit executable is just PURE laziness from Bethesda. It doesn't take much effort, just waiting time. Back to my bit-lecture. The maximum amount of memory that a 32-bit operating system can address is 2^32 (2*itself 32 times), which results in ~4gb (exactly 1 byte less that 4gb or 4294967295 bytes, take your pick). 64-bits operating systems can in theory handle up to 2^64 (2*itself 64 times is 1.8446744*10^19 (18446744073709551615 bytes).

The end result is that the 32-bit memory limit is close to uncompareable to the 64-bit memory limit. It's not noteworthy in comparison. And one misplaced bit, which get outside the managable memory area can crash the application or even computer (bluescreen....). Companies building both 32 and 64 bit executables should be standard today.

I'm also pretty sure that Valve can help Bethesda to find out if the computer is running a 32 or 64 bit operating system.



OK, interesting but: I run Win 7 32 bit (4gb Ram) and get clean CTD's just the same as people with Win 7 64 bit which I should not do if I have read you post aright? So I don't quite understand the logic behind the need for a 64 bit exe even if you have Win 7 64 bit. There's clearly some elementary and rectifiable fault with the engine. Also, games with much higher memory usage requirements such as TW2 do not CTD on my machine.?
And (not that I know much about PC's) I thought that when the memory got full up the swap file takes the overload. In this event there would be a stutter but not a CTD?
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Keeley Stevens
 
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Post » Sun Dec 11, 2011 11:46 pm

The thing is that if you got a 32-bit system and it allocates memory "out of bounds" (which happens fairly often actually), something crashes.


Then you fix memory allocation.

Wouldn't it make more sense to fix the problem at the source?
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Georgine Lee
 
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Post » Mon Dec 12, 2011 10:03 am

Windows 7 64 bit here

my game crashes at least 3 times in a hour every time without fail. I've put up with it since release as i was/am expecting a patch to fix this.

However, using the Skyrim4gb fix someone made fixed all the crashing problems for me. Not only that, but since using it i have not had any of the purple/pink textures come up.

Has to be memory related. Friend of mine on steam has the exact same results, since using Skyrim4gb his crashing has also stopped.
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Ridhwan Hemsome
 
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Post » Mon Dec 12, 2011 8:05 am

OK, interesting but: I run Win 7 32 bit (4gb Ram) and get clean CTD's just the same as people with Win 7 64 bit which I should not do according if I have read you post aright? So I don't quite understand the logic behind the need for a 64 bit exe even if you have Win 7 64 bit. There's clearly some elementary and rectifiable fault with the engine. Also, games with much higher memory usage requirements such as TW2 do not CTD on my machine.?
And (not that I know much about PC's) I though that when the memory got full up the swap file takes the overload. In this event there would be a stutter but not a CTD?


A quick fact: 32 bit executables can run on 64-bit systems, but 64-bit executables cannot run on 32-bit systems etc.

I though that when the memory got full up the swap file takes the overload. In this event there would be a stutter but not a CTD? - you're right, but the operating system will desperately try to free some memory, and it might close applications on a whim. I know this is the case with Windows 7 (I've actually tested it). Anyways, the system will stutter so much that it'd feel like it's frozen for 10-15 seconds, and then work for a split second and then a new break again....

Clean, and instant CTD's is almost always (99.9% of the time) the result of memory errors, and they never crashes with error messages. Some developers have somehow managed to bypass the limits (Funcom's Age of Conan), with some fancy programming. The memory requirement for games they usually lists, is more a reference to the majority who don't know too much about the computer. It's basically how much memory they expect you to need when you sum up the game plus other programs/services.

Memory isn't the only factor when it comes to stability. It's easy enough to program for consoles because there is only one system. For PC you have so many different hardware combinations (!), and writing bug-free code that works on every combination of hardware, increases the chances for bugs. The real PC testing comes when the game is released, because that is, in reality, you'll probably find almost every bug with a testing team that big! Companies won't hire tens of thousands of testers, they do their best to find and fix the big bugs and let the masses find the rest and then they patch them up. Do you know of a game company who has released a product that's 100% stable on every PC at release without patches?
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Enie van Bied
 
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Post » Mon Dec 12, 2011 12:39 pm

It is impossible to make 64-bit executable, as it will cause changes in data/file structures and discover hundreds of bugs due to incorrect pointer handling.
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maddison
 
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Post » Mon Dec 12, 2011 10:41 am

The 4Gb memory fix (LLA), solved it so I didn't crash to desktop every 10-20minutes. Crash free aslong as I didn't do something else to cause it to crash.
I admit I do have a few texture mods here and there, mostly to make my character, armor, clothes and weapons look better.
However the game use to crash to desktop in the exact same manner before I started modding the textures.
So it was an existing issue that just occurs more often with more texture mods.

I tried the texture mods which modded the landscape, towns and buildings. However without the LLA fix it would crash instantly 90% of the time, if I entered an area I know it had been upgraded.
It was okay with the fix, but it's frequency in crashing occured from time to time, instead of once in a blue moon, so I've had to be selective in what textures I upgrade.
So this game in general is not very efficient in how it handles it's memory and especially textures it seems.

This game should of been designed for direct 10 or 11, it is debatable if it should of been made it 32 and/or 64 bit.
Lets face it, the game is too high end spec wise to expect many directx 9 cards to run this, so why they made it run on it is beyond me.
With 64bit becoming normal on high end machines, so with a high memory demand, it should of been considered, but I'd of understood a compirse of a 32bit patched with LLA (option based).
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Laura-Lee Gerwing
 
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Post » Mon Dec 12, 2011 9:43 am

Don't hold your breath for a 64bit exe, it would mean they'd have to maintain two programs with separate patches.
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Del Arte
 
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Post » Mon Dec 12, 2011 2:21 am

Win 7 64bit here. 8Gb ram

46 hours of play , two crashes.
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Anna Beattie
 
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Post » Mon Dec 12, 2011 7:26 am

Then you fix memory allocation.Wouldn't it make more sense to fix the problem at the source?


The source is the 32-bits itself. Age of Conan has somehow managed to avoid the problem with some fancy programming. The source is the operating system itself.

Windows 7 64 bit here my game crashes at least 3 times in a hour every time without fail. I've put up with it since release as i was/am expecting a patch to fix this. However, using the Skyrim4gb fix someone made fixed all the crashing problems for me. Not only that, but since using it i have not had any of the purple/pink textures come up. Has to be memory related. Friend of mine on steam has the exact same results, since using Skyrim4gb his crashing has also stopped.

I'm not familiar with how that "Large memory awareness" patch/fix works, but I'm guessing that it manages to emulate the application as a 64-bit program instead of 32. I'm not sure, so you'll have to ask the developer about the details

It is impossible to make 64-bit executable, as it will cause changes in data/file structures and discover hundreds of bugs due to incorrect pointer handling.

It won't do anything with the data files folder, it will only modify the TESV.exe (the main game executable), and perhaps the steam wrapper (steam-api.dll?) and the bink dll. Pointers are risky, but since Bethesda is using c++ there is something called "pass by reference", which basically are type-safe pointers. They are a bit more limited, but safe.

The 4Gb memory fix (LLA), solved it so I didn't crash to desktop every 10-20minutes. Crash free aslong as I didn't do something else to cause it to crash.I admit I do have a few texture mods here and there, mostly to make my character, armor, clothes and weapons look better.However the game use to crash to desktop in the exact same manner before I started modding the textures.So it was an existing issue that just occurs more often with more texture mods.I tried the texture mods which modded the landscape, towns and buildings. However without the LLA fix it would crash instantly 90% of the time, if I entered an area I know it had been upgraded.It was okay with the fix, but it's frequency in crashing occured from time to time, instead of once in a blue moon, so I've had to be selective in what textures I upgrade.So this game in general is not very efficient in how it handles it's memory and especially textures it seems.This game should of been designed for direct 10 or 11, it is debatable if it should of been made it 32 and/or 64 bit.Lets face it, the game is too high end spec wise to expect many directx 9 cards to run this, so why they made it run on it is beyond me.With 64bit becoming normal on high end machines, so with a high memory demand, it should of been considered, but I'd of understood a compirse of a 32bit patched with LLA (option based).



Don't hold your breath for a 64bit exe, it would mean they'd have to maintain two programs with separate patches.

Two executables, not two different programs. Different builds, same program.


Win 7 64bit here. 8Gb ram46 hours of play , two crashes.


Only think I can think of is the fact that it's a 32-bit executable, not a 64-bit one. When I've tested programs on my 64-bit machine, the 64-bit versions have so far been way more stable and efficient than 32-bit programs.
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Susan Elizabeth
 
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Post » Mon Dec 12, 2011 3:12 am

Win 7 Pro x64 here.
i7 2600 clocking at 4.74 GHz in real time
8 GB RAM
AMD 6770 Video Card

Running Skyrim in a 16:9 window on a 16:10 monitor.
Something I been doing for a few years in case a game freezzes up.

I've conted about 2 random crashes in 136 hours of play time.
Be careful using ESPs, these are still risky as some hex coding is required, at least until the Creation kit is out.
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Maddy Paul
 
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Post » Mon Dec 12, 2011 7:05 am

Two executables, not two different programs. Different builds, same program.
Huh, the exe is the program, everything else is an asset, but look at the size of the exe, 19mb last I looked, that's 19 million bytes of code that requires maintaining.
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krystal sowten
 
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Post » Mon Dec 12, 2011 11:38 am

It's not as simple as "building a 64bit exec". If the main executable file is 64bit then all the supporting files and libraries needs to be 64bit. This includes external stuff like DirectX libraries and sound libraries.

I also feel strongly that companies should make more 64 bit games but there's currently VERY few 64 bit PC games on the market! It's not just Bethesda making 32 bit games, they all do...
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Cool Man Sam
 
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