3 ms·
Yes, exaggerating is a nice way of putting it. Plus a lot of people are ignoring the fact that 64 bit means that everything in 64 bit mode consumes more RAM an
by UnoriginalGuy 13y ago
Yes, exaggerating is a nice way of putting it.
Plus a lot of people are ignoring the fact that 64 bit means that everything in 64 bit mode consumes more RAM and more storage space.
e.g.
- Shell32.dll (Windows 64): 18.8 MB
- Shell32.dll (Windows 32): 16.7 MB
13% increase in size. This applied to every binary on the system both in RAM and in storage (assuming you don't need two copies for 32 bit compatibility which is highly highly likely).
So if they increase the RAM on the iPhone 5S almost all of the "increase" might be consumed by the new 64 bit migration and if they have a 32 bit compatibility mode running then you're talking about having less free RAM than the old iPhone did for apps etc.
- pohl 13y agoHow could a 13% increase in size consume almost all of a resources they would likely double?
- UnoriginalGuy 13y agoIt is actually nearer to 113%. They have the existing 32 bit stuff from the old iOS for compatibility reasons and the new 64 bit stuff which is 13% larger than the old stuff. Apple, as far as I know, haven't released how much RAM they'll be adding to the 5S. If they double the iPhone 5's RAM this might all be a non-issue, but you still won't gain as much free as you might initially imagine per above.
- pohl 13y agoI'm still not following your math. On a clean phone none of those 32bit libraries will be resident in memory, since all of their own apps are already updated. If a user starts an older 3rd-party app then that process will incur some overhead, until it exits. Since Apple's frameworks have already been through this transition on the desktop, the average 3rd party app will likely make this transition easily with a build target setting. I'm sure older games, like the original Infinity Blade, may never make this transition. I doubt any users will notice, though.