vvvv 64bitNovember 20, 2012 posted by: joreg
vvvv has finally arrived in the age of 64bit computing. to you this means you can finally use all of your PCs memory. to us it means we have to maintain two builds now. but nevermind. service is our success.
so basically “out of memory” messages should be out of our memories (cheese us!) soon and content/texture heavy vvvv-applications ahoi. in theory due to the compilers use of SSE2 instructions things should be generally faster as well..but we already noticed this doesn’t seem the case just yet. generally.
now available from: alpha builds
and of course every beauty has its beast. so here is a list of a couple of things that are not yet (probably never will be) working in the 64bit builds:
missing from core
- all nodes in the FreeFrame category
- some nodes of the DShow9 category
- all nodes of the ODE category rely on the discontinued delphi wrapper of ODE (RIP)
- Lumax (Devices)node relies on a proprietary .dll (RIP)
- DMX (Devices ecue Butler)node, DMX (Devices ecue Texture)node, eNet (Devices ecue Config)node, eNet (Devices ecue Info)node rely on a proprietary .dll (RIP)
- probably some more nodes of the Device category
- Tidy (XML)node relies on a discontinued opensource project (RIP)
- Styx (Windows)node relies on an external winlockdll.dll which we could probably build ourselves from http://www.codeproject.com/Articles/7392/Lock-Windows-Desktop anyone?
missing from addonpack
most of the addons already work with the 64bit build. below is a listing of those which still need some treatment. chances are good that we’ll get most of them to run..given some time.
need some bugging towards vuxuser
- FitEllipse, MinimumAreaRect, KMeans
- all of his EX9.Geometry nodes
- all Phidget stuff
- LD2000 (Devices)
- LinBus (Devices)
- RS232 (Devices Spreadable)
- NWTouchData (Devices NextWindow)
- SpaceMouse (Devices)
- Tablet (Devices Wintab)
- uEyeCam (Devices)
- WiiMote (Devices)
- Ssh (Network)
- FileStream (EX9.Texture VLC)
- FileStream (Irrklang)
- Flash (EX9.Texture) (RIP)
when you want to debug 64bit stuff use: scripts/fetch-binaries –platform=x64 in the bash to get the according executables and in the Addonpack.sln set the Configuration to x64.
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… great news !
not that i really missed 64bit features in the past, but it is always good to see that the core of vvvv is evolving. Thank you devvvvs !
unicorn … 64bit … maybe (only devvvvs might know) one of the next steps is multiplatform ( linux, mac, one ore more mobile platforms - android ? ) !?
But now to the main point of this post: Wouldn´t be the step from 32bit-only to two betas in 32bit and 64bit the perfect chance/point for a general node cleanup within vvvv.
I think a cleanup would be good/necessary anyways; who and how many users really use the ODE nodes or devices like Rebraun, OptimusMini (OK, i know who was requesting this one …) and similar nodes !? … and these are exactly the kind of nodes that are not working in the 64bit-version … and some of them are not working perfect anyways … and are only making code base unnecessary big.
In my eyes the only nodes that need a good replacement/alternative are the nodes in the freeframe category … they would definitely need some replacements in a new future oriented technique !? I can´t say if and how difficult it might be to port them or something similar to another platform (shader, plugin … ?)!?
Of course this cleanup would cause that some old projects/patches would not work anymore with betas >28.1, but i think the pros are heavier than the cons !? … and wouldn´t be different node sets / functionalities in 32bit and 64bit versions simply be a future support-nightmare ?
Lets get rid of some old and only rarely used stuff if it is blocking/delaying future development.
Maybe i am wrong … just my thoughts …
Tidy development seems still to be “active”. Link At least it should be possible to build it yourselves. It’s a very useful node when dealing with “real-world HTML”.
Here you can grab a rather recent (2010) 64-bit build of libtidy.
@sebl: +1 x64: +1