Performance of 64-bit vs. 32-bit Windows Dual Core
mikemuch writes "ExtremeTech's Loyd Case has done extensive testing on the same dual-core Athlon X2 4800+ system to explore performance differences between Windows XP Professional x64 and good ole Win32. The biggest hurdle is getting the right drivers. There are a few performance surprises, particularly in 3D games."
Desktop applications (even games) don't need the one thing that 64 bit computing really excels at: massive addressing space. A database server that is compiled to 64 bit code will have access to much more RAM, and thus have much better performance if RAM bound (which many DBs are). Meanwhile for POV-Ray the fastest result of 383 seconds was the 32bit application on 64 OS!
I think that it is safe to hold off on 64 bit for your personal desktop until a larger share of applications are compiled with 64 bit optimizations, but unlike the 16 -> 32 bit shift, I suspect the results will be underwhelming except for extremely memory consuming applications.
Sig under construction since 1998.
I can only conclude that they made no attempt to use the extra registers. Of *course* an f'ing 32-bit system will outpace a 64-bit system; Why do you think most Solaris apps are still 32-bit?
The reason why x86-64 is a win is because there are more registers as well. This allows compilers to do a better job.
BTW, I don't know about windoze, but in the Linux world going from 32 bits to 64 bits almost always seems to produce a performance gain of 10->20%. I personally tried a simulator I'm using with 64 bits (recompiled with gcc), and got a speedup of 12%.
The Raven
"Dual core" and "dual processor" are two very different things.
but I figure this is the only place I can get a good answer. I was just getting into computers during the 16-32 bit shift, windows 95 etc. (I was 14) How come a new proccesor wasn't required like now? Whats the difference? No need for complete laymans terms, as I consider myself a pretty avid comptuer geek, but certainly no engineer.
Most obvious are char * fields. If the string is 8 characters or less, it is cheaper to just store in the structure (and pass by value, where possible).
Considering, that most such strings (and substructures) are malloc-ed (with a couple of pointers worth of malloc's overhead), the case for embedding them becomes even stronger...
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Windows has the same 32-bit cruft.
= /library/en-us/win64/win64/wow64_implementation_de tails.asp
/lib, /usr/lib and /usr/X11R6/lib might need to be changed to append "64".
With 32-bit apps, you need a 32-bit userland. That's the WoW64 bit; it's the 32-bit Windows on Windows cruft.
The main difference is that the linux stuff is organized differently. lib is your 32-bit libraries, while lib64 is your 64-bit stuff.
On Windows, the 'normal' location is where you would find the 64-bit libraries, and the WoW64 stuff is loaded from a separate directory.
Implementation details: http://msdn.microsoft.com/library/default.asp?url
Select Quote:
The WOW64 emulator runs in user mode, provides an interface between the 32-bit version of Ntdll.dll and the kernel of the processor, and it intercepts kernel calls. The emulator consists of the following DLLs:
Wow64.dll provides the core emulation infrastructure and the thunks for the Ntoskrnl.exe entry-point functions.
Wow64Win.dll provides thunks for the Win32k.sys entry-point functions.
Wow64Cpu.dll provides x86 instruction emulation on Itanium processors. It executes mode-switch instructions on the processor. This DLL is not necessary for x64 processors because they execute x86-32 instructions at full clock speed.
Along with the 64-bit version of Ntdll.dll, these are the only 64-bit binaries that can be loaded into a 32-bit process.
At startup, Wow64.dll loads the x86 version of Ntdll.dll and runs its initialization code, which loads all necessary 32-bit DLLs. Almost all 32-bit DLLs are unmodified copies of 32-bit Windows binaries. However, some of these DLLs are written to behave differently on WOW64 than they do on 32-bit Windows, usually because they share memory with 64-bit system components. All user mode address space above the 32-bit limits (2 GB for most applications, 4 GB for applications marked with the IMAGE_FILE_LARGE_ADDRESS_AWARE flag in the image header) is reserved by the system.
It's a different methodolgy, but most likely one that works as well. I appreciate the Linux one better-- the "normal" 32-bit stuff lives in the "normal" places-- that way, you don't *need* an emulation layer for the 64-bit unaware apps. Rather, 64-bit aware apps know to look in the correct location for the libraries (well, they are told by the OS, anyways). The Linux Way (TM) is slightly more backward compatible, me thinks. You'll *never* experience a problem with a 32-bit app on a 64-bit linux system, while there are some bugs in WoW64 which will probably never be fixed, rather, they'll be 'phased out', in the usual MS fashion (ignored until irrelevant).
Information on the Linux approach is here: http://www.hp.com/workstations/pws/linux/faq.html
Mainly, when recompiling your apps to be native 64-bit, you need to observe the following:
Simple. Just rebuild from scratch and the compiler will build 64-bit by default. This is true for most apps. However, some apps must be made 64-bit clean which means that the developers must review the code to get rid of any assumptions about 32-bitness, such pointer arithmetic issues. Some makefiles that explicitly declare paths such as
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