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    #16
    Dude, look:

    PC Specs

    Minimum:

    Windows XP SP2 or Windows Vista
    2.0+ GHz processor
    2 GB system RAM
    SM3-compatible video card
    3 GB Free hard drive space

    Recommended for Content Development:

    Windows Vista 64 SP2
    2.0+ GHz multi-core processor
    8 GB System RAM
    NVIDIA 8000 series or higher graphics card
    Plenty of HDD space


    From the udk download page....


    I pretty sure it's also 64-bit...

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      #17
      Most of UDK is 32-bit. Lightmass has both a 32-bit and a 64-bit implementation.

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        #18
        Originally posted by immortius View Post
        Most of UDK is 32-bit. Lightmass has both a 32-bit and a 64-bit implementation.
        Thank you for proving my point....

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          #19
          But the actual program is 32-bit right now. Honestly there wouldn't be much improvement for having lightmass be 64-bit since the actual engine isn't 64-bit and that's what's going to be storing the shadow maps anyways.

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            #20
            Originally posted by darthviper107 View Post
            But the actual program is 32-bit right now. Honestly there wouldn't be much improvement for having lightmass be 64-bit since the actual engine isn't 64-bit and that's what's going to be storing the shadow maps anyways.
            Eh, why not? Did it ever occur to you that lightmass doesn't compress the maps when building? UDK does the compression. Lightmass has to store the calculated data somewhere, for each surface and for each object. If your map is big enough, lightmass can use massive amounts of memory.

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              #21
              Aside from building lighting, UDK can't make use of 8gig. However, for "content creation" you're going to probably be going between Photoshop and Editor, and/or 3DS and Editor somewhat regularly. Which having 8gigs of ram and a 64-bit operating system will definitely help you with.

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                #22
                ^ Definitely. And from experience, building lighting can easy absorb far more than 2Gb of memory. When working with UE3 a few years ago, we needed machines with around 4Gb otherwise the editor would crash with an out of memory error.

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