I think that still applies on x86.
Yes it does. If you aren't careful, the extra bandwidth requirements will bite you (eg many game engines... what a culture shock... In the old days, game programmers used to be the most clever, skilled assembly programmers around... these days, they barely know their way around a C++ compiler, and don't seem to understand too much about the hardware).
For my graphics engine, I moved to 64-bit relatively early in the process (around 2006 I believe, when I got my first 64-bit machine with XP x64), and found that especially recursive routines took quite a hit. The cause was that every function parameter was now 64-bit instead of 32-bit on the stack.
So instead of using function parameters, I resorted to using other methods to pass parameters where possible. Eg, pass values in struct/class members, so you only need to pass one pointer... Or store data in member variables when they don't change every call.
In the end I did get it to be faster than x86, although the difference was never large. But when I first tried the 64-bit build of Half-Life 2 it was actually considerably slower, something like 30%. It was only faster in loading levels, perhaps because it could just use more memory. But the actual game logic was much slower, so lower framerates. And the loading was never a problem in the 32-bit build.
They eventually pulled the 64-bit build, I guess they just don't have the skill to optimize it.
Crytek on the other hand had a nicely optimized 64-bit engine for Far Cry and for Crysis.