All this time I accepted the fact that UDK is 32-bit only but I’m working on optimization at the moment and I noticed that I can get a significant performance boost just by using the 64-bit exe (4-10 FPS depending on the situation)
As I’m not using any dllbind I’m safe in that regard, and whatever claims I’ve read about the 64-bit exe being incomplete haven’t affected me at all (all this time I’ve run the editor and PIE with the 64-bit exe, and I know for a fact that the full-license UE3 has no issues related to the 64-bit exe as we shipped HeroesVII at work with it).
So I went ahead and tried it.
UnrealFrontend only has this Shipping_32 profile but all UnrealFrontend is really doing is launching commandlets in a convenient way.
So here’s what I did:
I modified UnSetup.Manifests.Game.xml and UnSetup.Manifests.xml from the Binaries folder, and I replaced every occurrence of “Win32” with “Win64” (and to be double-safe, replaced “Win64” with “Win32”)
And then I packaged my game.
I then installed the game using the created installer, and launching the game properly launched the 64-bit exe. running it in windowed showed “64-bit” on the window’s title bar.
so yay, it works.
for now I was using the data I had previously cooked with UnrealFrontend. at some point later I’ll try to re-cook everything using the 64-bit exe, by launching the commandlet manually from a bat file, like so:
start Binaries\Win64\UDK.exe CookPackages -platform=PC EG-Entry.udk EG-Menu.udk EG-Training.udk [and the rest of the maps one by one] -full -multilanguagecook=INT
however I dont feel like cooking the data with the 32-bit or the 64-bit exe will make a difference.
anyone tried any of this?