November 1, 201510 yr As it is and would have been, FSX is a one core show. Therefore, It needs a faster clock on the CPU. But that prospect had been stalled since 2006 and no way out of it on sight yet. Silicon is maxed up. Next. Cheers,
November 1, 201510 yr Commercial Member Please re-read what I said, specifically this ... "I never said it was "easy", I said it doesn't require double work efforts." So given a code base of FSX's age, what would you expect it to take to crank out a 64-bit port while maintaining feature velocity? If it's not double, then what? I'm genuinely curious because I've done platform ports in other languages, but never C++. How much extra did it take you? Cheers! Luke Luke Kolin I make simFDR, the most advanced flight data recorder for FSX, Prepar3D and X-Plane.
November 1, 201510 yr Not sure about FSX (don't really care about FSX to be honest), but for P3D that has evolved over the years with a focus of making it ready for 64bit. For my projects, initially use the /Wp64 compile option as it will provide information/warnings about portability issues. But, if no issues, it can be as simple as just changing Project settings via configuration manager for 64bit platform and then see what issues the IDE raises. If none and all references are good (i.e. not referencing 32bit DLLs), then just re-compile and test. Best case scenario. More involved (convert only): 1. Any 3rd party development tools referenced by any project within the solution will need to be updated to reference it's 64bit version (assuming 3rd party dev tool provides them) ... in the case of P3D I know SpeedTrees has 64bit support and I know Triton has 64bit support and CUDA libraries support 64bit. 2. Win32 to Win64 usage, just need to update references and since one is going from Win32 to Win64 the parameter usage and structures should be identical in majority cases. 3. Update any Long to LongPtr IF I want to make the code 32bit and 64bit portable (not required) 4. Check SAFEARRAY usage 5. Maybe a few other issues to check that I've forgotten Cheers, Rob.
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