It wont support 64-bit games anytime soon, if at all here's a response from Unwinder about it from Guru3d
http://forums.guru3d.com/showpost.php?p=4667940&postcount=125
I have no plans to provide 64-bit support in RTSS while 64-bit applications cover insignificant part of market. Developing 64-bit server is not a trivial application recompilation, API hooking engine works with target application machine code at low-level, it contains built-it x86 executable machine code disassembler for stealth mode functionality and floating injection point implementation, many parts of hook engine are written in ASM as well as performance critical video compression parts are heavily optimized ASM/SSE2. So 64-bit version means that whole hooking infrastructure must be re-created from scratch as well as some parts of video encoding (e.g. whole highly effective RTV1 compressor). So that's rather expensive from development time point of view, I'd say it is costs 2-3 weeks of fulltime development. At the same time it only extends user base a bit and it brings zero new functionality to the majority of application users, as well as gives them potential issues due to rewriting some parts of previously polished codebase. I see zero sense in it current market state. Yes, one day it will be absolutely necessary to provide 64-bit server when 32-bit applications become the minority. But that "one day" is somewhere in far future, and right now I have a choice to invest the same few weeks of development in new functionality and I'll always chose this way.
http://forums.guru3d.com/showpost.php?p=4667940&postcount=125