Update alert: The 17-year-old Start Wars title now runs on 64-bit systems instead of 32-bit.
Update alert: The 17-year-old Start Wars title now runs on 64-bit systems instead of 32-bit.
The 17-year-old RTS Star Wars Empire at War has been updated with a surprise change shifting it to a 64-bit code base. This aims to boost memory capacity for the growing number of total conversion mods. The update also includes several balance tweaks, improved multiplayer stability, and expanded mod support. Petroglyph began refreshing the game in 2017 by re-enabling multiplayer and integrating official mod support through Steamworks. Since then, they’ve released updates periodically, addressing player and developer requests. The title remains among the top 100 most played games on Steam with a solid 97% community rating.
My thoughts: This is great news for current players, especially considering the increased memory available thanks to the 64-bit patch. It’s rare for a game to receive such an update long after launch, and the developer’s ongoing support is reassuring. Petroglyph has shown interest in a sequel, and I’m hopeful something will come next. If you haven’t played it yet, I strongly suggest giving it a try.
Sources: Patch Notes
With the rights to such a massive title, it makes sense to utilize it fully. I’m curious about when it transforms into something entirely different, rather than just adding another Star Wars mode.
Petroglyph originates from Westwood and has consistently delivered excellent results. The next title to consider is Red Alert 2.
Modders seldom create something remarkable with extra memory since they tend to be quite unmotivated. It’s not necessary to use x64 if you genuinely want impressive results—just focus on what matters. The project shown here is still incomplete, and the link is for fans of Star Wars who enjoy a high volume of wall balls in x86 id tech 3. The effort I invested can’t be shared freely, though it’s relatively inexpensive to view. I’ll need to upload an improved version later, as the depth buffer lags by one frame and Nvidia driver tweaks restrict me to 30fps, which negatively impacts the delayed geometry shader effect. The texture mod works across all levels and isn’t a scam. For more visuals, check my presence on Remastered Retro PC.
Regarding DLDSR and performance, the driver behaves oddly—especially when connected to a G Sync 1080 monitor. It only runs smoothly with certain TVs, suggesting a push for their partnership product or forcing you into 30fps. This setting can’t be adjusted in advanced graphics settings on Windows. However, there’s a workaround: in Prey 2006, switching to the mod unlocks higher frame rates. Once at 60fps, the driver lets you enjoy smoother performance.
In some cases, like with Prey 2006, you can bypass the limitation by changing settings or using specific drivers. The key is finding a balance between stability and speed. If they plan to update this feature, it would likely be a market-driven decision.
For hardware optimization, I’m pushing shader models to extreme limits—especially with large textures. I need to tweak rendering for RTX 4090 or risk delays as assets compile into shaders at 60fps. I might have to create two versions: one for top-tier hardware and another for more modest systems like a GTX 1070. The performance hinges heavily on GPU capabilities, especially with high-resolution textures.
Memory efficiency is crucial on x86 platforms. This mod is extremely challenging, and the competition seems sluggish. I’m committed to delivering quality demos in the future, but marketing won’t matter if the experience falls short. If you’re interested in exploring this further, join me for a deep dive into retro gaming history.
I’d also like to mention adjusting character models with 3D Studio Max could help. By refining geometry and reducing stencil shadow issues, we might make it look more modern for ID Tech 4. But even then, the quality gap remains significant—especially without a large studio budget or advanced tools.
Empire at War is an excellent title—though the mods definitely push it further (I often found myself limited to just 5 ISD in space battles, for instance). Ground combat usually felt like an extra layer, and I rarely engaged those missions outside of campaigns. It’s really great that they keep making updates here and there.
This game is great and it'll be interesting to see if big mods like Steiners Advanced Units and Republic at War still keep stuttering on my 5600X / 3080 system. This game's galactic conquest mode is amazing. Now here is hoping we will get a decent Star Wars Battlefront 2 remaster without forcing Battlefield into the game. (i know it's not petroglyph, but one can still hope)
The application dates back to 2006, suggesting it might rely on two threads given the availability of Pentium 4 and Athlon 64X2 processors. However, without direct experience, it's more likely it functions with a single thread. There are various methods to alleviate stuttering, such as using a DXVK wrapper along with multithreaded shader compilation improvements. DG Voodoo is another option worth exploring. Generally, OpenGL games don't support these features, though some exceptions exist. Multi-wrapper solutions can sometimes create a chain that performs better in rare scenarios, even if it adds complexity. Modern APIs often bypass older requirements, which helps manage overhead from draw calls. Adjusting the window thread scheduler—switching to core 0 or 2 for games with multithreading—can help, especially on CPUs with logical cores. Timer settings have limited impact but can be noticeable. The main performance hurdle usually lies in the thread scheduler, as it causes frequent core switches that trigger context switching. This is done to distribute workload and heat across multiple cores, though it can reduce efficiency when the main thread is heavily processed on a single core. For more detailed guidance, feel free to reach out. The game's age might also conceal an Intel-specific optimization, which could be bypassed with a patch. I recall a developer at Blizzard pushing for StarCraft II improvements; the performance gains were significant, sometimes by as much as 30% on modern AMD chips. If you're interested in deeper insights, just let me know and I'll explain further. The RTX 4090 issue was resolved with a fresh install, highlighting how sensitive these systems can be.