^ no.. again no....
ok and i repeat.
With a 64bit CPU you don\'t have to split the instructions for longs and only have to split them into 2 instructions for longlongs...
Practically EVERY 3D GAME uses math calculations using LongLong ints and 64 bit floating point numbers.
Also the addressing space of a 64 bit processor is twice as big as the addressing space available on a 32 bit processor. What does this gives us? You don\'t have to swap pages as many times as you need to on a 32 bit processor.. Which means less swapping because there\'s more space to hold memory pages which means lower time losses due to pagination.
Even though games aren\'t "prepared" for a 64 bit processor, I can guarantee you that you\'ll get about 30% improvement in speed/loss of heat running games on a 64 bit processor.
So how does this help an OS or application.. Even a single floating point calculation occupies 64 bits. What the system does is that it breaks it down into the biggest chunk that it\'s possible to insert on a registry, it doesn\'t break it automatically into several 32 bit instructions, it queries the cpu to know how much addressing space is available
So.. If you\'re using a 64 bit processor, the CPU returns 64 bits as an answer to the OS query and the OS breaks down the instruction into several 64 bit chunks...
What winXP 64-bit edition does, is that it takes advantage of those 64 bits directly. the memory pages all have 64 bit addressing space (which means larger pagefiles) with 32 bit pagefiles on a 64 bit processor you have smaller pages but you can fit more into the memory (x2) without having to swap as much as a 32bit cpu.. which gives you approximately 80% of a 64bit OS performance in what comes to swapping processes, which means a 64bit cpu will perform very well on a 32bit OS.
Basically you\'ll get improvement. Games don\'t have to be programmed for 64bit cpus to take advantage of them.