Yes major differences. I made a mission on tanoa with blacklist markers over the airfields for blufor. The rest was fair game to both sides. I think each OpCom had 259 objectives or thereabouts, and despite setting each at a platoon size for the start, each opcom seemed to have around 30 groups, starting. I did not add civilians yet in the images below, but I did later in the evening and still had zero issues. Eventually, the game crashed but it was an A3 error, not a memory issue. Something with dev branch. I saved the pics, see below.
Anyway, I ran this on my PC in single player mode (eden), GTX 1070, i7 6700, 16gb ram... at a view distance of around 5,000 with ultra settings, and kept a consistent rate of around 56 frames. In single player test mode! For comparison... after init the game was eating about 3500mb in mem usage.. that's 500 over the current x32 limit. In other words it would have crashed me with a memory allocation error just trying to load this up. A few hours later it was at 5700. Still smooth as silk.
People don't seem to realize it, but x64 is going to change everything, especially for people who make, and use, "heavy" mods like ALiVE.
By the way, I did all this with ACE, TFAR, RHS, and a few other mods running on top of alive. All the good, widely accepted mods are releasing _x64.dll's in anticipation.