Benzy wrote:
Arguably in my mind the server is the more important one to focus on as client FPS means nothing if the server side will degrade that anyway.
I agree. The problem on the server is not so much 32-bit / 64-bit, its more algorithmic. As can be seen from a lot of dev effort over the last few years, controlling when and how often information is passed from the server to the clients is the key. The whole virtualization of units, inventory etc. has to be very tightly controlled, so clients only get the data they actually need. At the moment, far too much irrelevant data is being communicated, leading to server side (network) bottlenecks.
The 32-bit / 64-bit changes may be more dramatic in terms of overall performance on the server, as it could allow improved optimization / caching of this data. We'll just have to see.