Paul wrote:
> pjp wrote:
>> Have Vista installed on a Intel Dual-Core 2.8Gz cpu, 4 gigs ram, ATI
>> 4850 (512 megs ram) on a large enough hard disk.
>>
>> Have an unused "upgrade from Vista to Win7" disk with key that I'm
>> finally considering using.
>>
>> Multiple concerns but primary one is outright performance. Will I end
>> up with a faster or slower pc? Usage varies but heavy usage would be
>> couple games like FSX and a fair amount of video editing (not editing
>> per se but rather converting from MP4 to XVid and/or using Nero Vision
>> to create a dvd for home player).
>>
>> I know enough to insure I have proper drivers on hand before upgrade etc.
>>
>> I am somewhat confused about one thing though. The disk indicates it's
>> an update to a 32bit Windows7. I thought Windows7 was 64bit only.
>> Assuming it is 32 bit, would I be better off upgrading (or rather
>> clean install as it'd be new purchase) to 64bit Win7. Processer does
>> support that right? 
>>
>> Thanks for any replies.
<<Finger hit the wrong button there>>
Maybe one of your questions, is easier than the others.
The 64 bit version, would allow usage of all 4GB of RAM. The 32 bit
would report 3GB free, as some of the address space would be used for
other things. So there is a slight difference in the amount of memory
you can use. My Win7 laptop has 3GB installed, and I've never had a
particular reason to be concerned about the amount of RAM. No
feeling that I needed to increase it still further.
64 bit uses signed drivers, while 32 bit doesn't. Not a big difference,
at least based on the complaint level.
For gaming, under Vista, there was initially an issue with the change
to the video model and gaming. That is described here. I would
expect, if you had a "pure 64 bit" game and a pure 64 bit OS,
then you could bypass this limit. But many legacy games will
still have this kind of limitation. Maybe an older game stays
within these limits anyway (because the developers would have
bumped into it). I'm not really sure how many 64 bit executables
are out there for stuff.
http://www.anandtech.com/print/2297
When it comes to application performance, you'd hope the OS would stay
out of the way. If FSX needs resources, the resource usage would be
the same as on another OS (ignoring the WDDM issue for now). I doubt
the scheduler differences in the kernel, make any difference to what
percentage of CPU a program gets. I keep seeing articles about scheduler
changes, but still fail to see any tangible difference reported by users.
There are always background activities of one sort of another,
which can compete with what you're doing in the foreground. Indexing
in Windows 7, is designed with a "backoff" feature, such that indexing
stops if user activity is detected. But a third party antivirus package,
could scan files as they're being accessed by your applications, which
tends to increase the load on the machine. That's sort of an on-demand
scan that happens any time a file is opened. You could be flying
FSX, doing read-ahead for terrain, while the AV package is scanning
the terrain file at the same time.
There are movie rendering packages that use multiple cores. I don't
know what limit there is to the parallelism possible. With the
one video thing I tried, editing used one core, while the final render
used both available cores. And that probably would have behaved the
same, with WinXP, Vista or Win7.
FSX uses multiple cores as well, and can have at least three
major threads on the fly at the same time (such as a thread that
does read-ahead on the disk drive, to get the next terrain
info that will be needed). That would have worked the same,
in WinXP, Vista, or Windows 7. FSX compute loading can be adjusted
to some extent, with detail sliders. If you dial up the addition of
ground clutter, then I presume that slows it down.
I would say, your experience should be no worse than Vista :-)
Paul