Sims 3 Your System Doesn 39;t Support 32 Bit Games

0 views
Skip to first unread message

Salomon Thoj

unread,
Aug 3, 2024, 5:18:47 PM8/3/24
to viasaecrucef

After the purchase, two different downloads popped up: one for the actual base game and one for the extra stuff like the late night expansion pack. I started downloading the latter which went fine because it was 64-bit, but when I clicked on the base game to try to download it, it says that it's a 32-bit game which my system won't support.

I talked to EA support multiple times, and they made sure to grant me the 64-bit entitlement to my origin account, but that made no difference. I tried rebooting and clearing the cache on my origin app but to no avail. One of the support guys told me to do a safe boot on my MacBook but that seems very troublesome and I literally just wanted to play a fun game, I am no good with IT at all and will probably * it up. Is there an easy fix to this problem?

@nadjasaah In your Origin game library, you should have two Sims 3 entries: one for the 32-bit verison (which your computer can't run) and one for the 64-bit version. The latter will say 64-bit on its cover:

From your description, I would guess you've already downloaded the 64-bit version because otherwise Late Night wouldn't install. Click on that version and see whether you can press Play. Even if it's grayed out, click it anyway and see what happens.

so i have the sims 3 and it when clicking on it to download it says "your system doesn't support 32-bit games" i have gone through the download cache and cleared it as origins website states but nothing happens it still wont download

So it appears that having a 64-bit laptop is a problem... I can't even buy another game pack because I face problems like this. Is the Sims 3 unplayable on macOS Big Sur? System requierments says that I cannot...

@ecemc21 The 64-bit version of Sims 3 runs fine in Big Sur, or at least it runs about as well as it runs in other OSs. If you login to Origin on your Mac, does Ambitions show as owned in the 32-bit version of the game? Even though you can't install it, you should be able to click on it in your Origin library, then select More > Expansion Packs and scroll through the list.

If Origin thinks you own the 32-bit version but not the 64-bit version, you'll need to contact EA customer support to ask that the "entitlement," as it's called, for the 64-bit version be added to your account. This should be simple for a support rep to do.

I am currently speaking to a support rep who is telling me that as I don't have the Sims 3 Starter pack, I am not entitled to the 64 bit update? I have the sims 3 base game on my account. Is this correct? What I have read online says that everyone who has sims 3 should get the 64 bit entitlements?

Please help me i want to render with my GPU but i cant choose the " Hardware Encoding" option and its says "Your system's hardware does not support hardware acceleration for the current settings" to me.
My pc ( Intel i5 9400F , RTX 2060 Inno3d , Ram 16GB DDR4 ) please help thanks:(

First ... for activating a GPU within Premiere, that's in the Project settings dialog, the Mercury Acceleration option. For an Nvidia card, you set that to CUDA, and then Premiere will use the GPU for those things it uses the GPU for and nothing else.

And I think many of us tend to use VBR, as ... there's no reason to force unneeded processing and file size, when you have frames without a lot of high-frequency visual details. VBR gives you the processing 'attention' where it's needed.

Put them all together, and you have fallen into the trap many gaming PC builders fall into: Go too heavy on the GPU but too weak of a CPU. Remember, CUDA apps work far differently from gaming. A higher-end GPU in CUDA apps rely heavily on the CPU performance just to keep up.

Hi you seem very knowledgible. I have just purchased a new computer with a intel i9 10900k, 64gb of ram, and an RTX 3090 and can't seem to enable hardware acceleration in the export media h.264 encoding pane. I have turned it on everywhere else. Can you advise? Do i need to enable quicksync? Where would I do that?

Two quick notes ... many of us don't realize that no app does hardware encoding with 2-pass exporting. I certainly didn't until RJL explained it awhile back. So if you're doing a 2-pass export, you won't have hardware as an option.

Second, depending on the CPU/GPU and some other factors, sometimes hardware encoding is faster, at times not. So it's something that each user kind of needs to test. RJL and Andy have had some detailed explanations of this and I'll leave that to them.

Whatever drivers you update you can't run hardware encdoing at VBR 2-Pass. Now here is an interesting findings. Almost all the time I export my videos at 2-Pass with Software encoding. Now open your Task Manager and click on performance tab: CPU usage goes 92%(66dC) max and GPU(49dC) touches 100% at a time with Memory being content most of the time at 24.3 GB. My 15 mins 4K export time (some AF temps included) is 35 mins.

Yes. Cooling is also important. And a lot of build-it-yourselfers who use a locked, non-overclockable CPU just simply use the CPU heatsink that comes with that CPU (which, in the case of Intel CPUs, the CPU cooler that Intel provides proved wholly inadequate for anything above a 9th-Gen 4-core/4-thread i3 CPU because the cheap, thin, aluminum-only cooler is now the only stock cooler Intel offers).

I just have downloaded Xcode 15 beta version, and upgrade my iPhone to iOS 17 (which I use for developer proposes). Everything works fine, but when I tried to switch back to Xcode 14.3 (coping iOS 17 Device Support files from Xcode 15), I found that there're missing.

@Jason This seems completely artificial that it's not supported to run an app from an older version of Xcode on a later iOS version. As you can build the app for device. Then go to Window > Devices and Simulators > Select your iPhone > Installed Apps > + > Navigate to DerivedData and find the app just built. And the old version of Xcode will happily install the app. I can somewhat understand not being able to debug and get logs though

We want to run the app on ios17 devices with lower versions of xcode, but it is strange that the iOS DeviceSupport in xcode15 is only up to 16.4, not 17. I don't understand how xcode15 can run the app on iOS17 devices

I understand. An undocumented process happened to work (yes, for a long time), and now it doesn't. That is the nature of undocumented processes: they are subject to change, and can break things that rely on them.

We got some reports from customers that there is some issue with ios17.To debug the issue we need the debugger running. But some of our 3rd party libs are not yet compatible with XCode 15 so the project does not compile and there fore we cannot debug the project with latest xcode.

With iOS 17+, we are using a new device stack (CoreDevice) to communicate with devices. With this new device stack, there is one DDI per platform (as opposed to per OS release). This same device stack will be shared across all versions of Xcode on your system, and installing a newer version of Xcode will update CoreDevice and its DDIs (just like how CoreSimulator is updated, if you are familiar with that).

This effectively means that you now have a supported way of updating the device stack on your system to support newer target OS devices. With CoreDevice, you should be able to debug devices running future versions of iOS using Xcode 15. This may require first installing a newer Xcode in order to install newer CoreDevice and DDIs, so keep that in mind.

Of course, this also means there is a temporary hiccup in which the old unsupported path doesn't work, but the good news is that future-you will have a supported way of doing this which works out-of-the-box, no need to modify your Xcode.app.

In the terminal run:defaults write com.apple.dt.Xcode DVTEnableCoreDevice enabledThen restart Xcode 14 the iOS 17 device will show up in Xcode like below and you can run and debug the app as usual. (You may need to go to Devices and Simulators to pair/trust > the device)I have Xcode 15 beta installed alongside Xcode 14, I'm not sure if that's required or not.

I really hope this is not a permanent implementation of Xcode 15 as many users are still on Monterey and cannot upgrade due to software and/or hardware limitations such as myself. I'm not sure what the intention is other than to force users to use newer hardware as security fixes should always be long-term support and development software should have some compatibility at some level.

At this point, I am unable to run use my Xcode 14.1 with my iPhone XR running iOS 17.4.1; sure I can resolve this by downgrading my iPhone to 16.0 versions but that isn't ideal, and upgrading hardware is a hassle in itself. I hope some workaround for this issue comes.

Title says it all, I recently installed the Oculus app on my new SSD, and I ran the compatibility checker. It says that my graphics card and processor aren't supported, even though Nvidia 3000 series cards are supported on the website, and any AMD processor better than a Ryzen 5 1500x is supported. Also, the home screen says "Your computer doesn't meet the updated minimum specifications, which can lead to poor experience in VR". Previously, when I used Oculus on my old drive, I never had any compatibility issues, and never saw that message. I've already reinstalled the app and updated all my drivers and Windows 10 software.

Hey WillandThomas752, we appreciate the response! This can happen if something in your system hasn't been added to our database of supported components. If there aren't any issues using link it's more than likely a false positive and you're free to keep gaming!

c80f0f1006
Reply all
Reply to author
Forward
0 new messages