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Discussion in 'General Discussion' started by yoonitee, Oct 28, 2018.
I've always stuck with the 32 bit compiler. But do you think most people have 64bit Windows now?
I always compile for 64 bit. The games I am most interested in making need a decent gaming computer to run well, and I assume all of those computers are running 64 bit. If I was making a small, simple game that did not need a modern gaming rig to run, I might consider compiling for 32 bit.
Perhaps I would consider 32 bit compilation, if there will be interested audience for that.
But if you have no issue with compiling to 32 and 64, just make both.
Not sure if there are any significant consequences, of trying maintaining multiple versions, other than time.
Always 64bit, you don't get access to much ram on 32bit
64 bits, even SteamVR defaults to it if you let it
Am I the only on here who builds to both?
Doubt you are only one.
But if game requires near, or more than 2GB memory, 32 is not a really an option anymore.
I only build to 64 bit. People on 32 bit computers who would also be interested in the games I make are small enough a group of people that it doesn't make sense for me to try and maintain two separate builds for what is essentially the same platform.
I have read radeon will not make 32 bit driver anymore.
but I don't know is possible to run 32bit games with the 64 bit driver (or is it just for the instalation on the 32 bit pc).
You are likely able to run application with 32 bits on 64 bits hardware.
But not vice versa.
Nobody capable of running my game smoothly will ever be on a 32 bit OS. There is only support for it for business purposes in the general developer community.
I imagine Unity is keen to remove 32 bit as well but haven't for now.
No one in the west runs 32 bit anymore
However East is still packed with 32 bit machines, on consumer level. So there is a market for it, However is shrinking.
I wouldn't be surprised. But I suppose no sooner than few years time, when Unity telemetry will indicate, that 32 bit machines are marginal.
East is a big market for us, sadly the prices are very low in those regions, have to tell 3 games to make the same money
Mostly game cost the same after currency exchange.
But I know ads prices per impression / click are fluctuating greatly from region to region.
Still, that is high volume of potential customers.
Completely untrue, especially in a lot of Asia and Eastern Europe.
Nah, steam has recommended prices that are calculated on salary levels and what not
Thats very humble.
Recommendation is one thing, pricing is other thing.
Just haven't seen happening.
Actually recently there was some case, where in Russia price was actually higher. Don't remember which game was that.
Imagine you set lower price in some countries.
East Europe for example 4-5 times lower salary, than Western Europe.
Now you will have bunch of people buying keys etc, for fraction of the price and selling them for profit in countries with higher price for 3-4 times buy cost, which will be still lower than yours anyway.
Easily done using proxy / VPN if needed.
So you as seller, would be loosing.
Or otherwise, please explain me, where my logic is broken.
There is a tool you can install that let you see all prices in different currencies, most Devs use the Steams recommended prices, we do too. Except for russia
But I am sure you are aware, that steam is not only one selling platform.
If you target PC it's your only one
The reason you can't gift games internationally easily anymore is because Valve started to crack down on people doing region gifting, where they'd send money to websites to buy gift versions of games from countries like Russia because they were up to 50% cheaper on average there.
It wouldn't be fair to say, that steam concludes general pricing practices across the globe.
I would be interested in pricing practices comparison of Playstation, XBox, mobile, PS, and other platforms as well, along with Steam, if anyone has expertise to share?
Thats fair enough. This which was making me thing, Steam system is not ideal. So they got some counter measures.
But that only steam among other platforms (see my previous post).
It is roughly equal across the board.
For a good read on Steam's regional pricing and how many developers don't even realize what Steam is doing or feel they have too little control of what Steam does, see this Polygon article. You can skip the first section about reviews by searching for "regional pricing".
It happens all the time here in Australia. All of the game sellers do it. Australians pay more for digital goods then is justified by the differences in currencies, taxes and shipping.
The latter makes things especially strange considering, you know, digital distribution.
Australians have it bad enough with their terrible internet already.
Thx guys, that is interesting, even we did astray quite a bit from main topic.
We just added AUD in our game as its now required by Steam (Didnt even know we didnt have AUD). You can be happy to know the AUD price is the US price just currency converted. I double checked it with google currency converter.
Any gaming computer built with an OS later than Windows XP should have used a 64 bit OS, and Unity dropped Windows XP support. So I don't see the point in 32 bit unless your game targets very old or very low end hardware.
This. Memory is one of the first things people think of but if you think about it the first 64-bit chips came out way before we reached the point that 4GB was commonplace. The Athlon 64 is fifteen years old now. Chances are you're going to run into a performance bottleneck before you run into the memory limit.
A bit contrary, shall we ask Unity team, for supporting 8 bit builds
Not far off. Unity for small things is ECS only and very tight. There's no small things left with 32 bit hardware coming out though so it'll probably just be 64 bit.
https://store.steampowered.com/hwsurvey/ 94% of Windows OS are 64 bit versions.
Call me blind, but do you mind point out, where is your data from (94%)?
Click the row.
Click on OS version to expand it out to this. If you add up all of the 64-bit versions, you should come to the same number.
Well, I am blind (or should click it), but that's normal
At least my math works
8 bit ECS 8 times the throughput!