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TUSA/TX-Gunslinger
05-02-2011, 04:25 AM
I've done a lot of controlled "The Black Death" track replays, and since it's Monday in Russia - I thought I'd post my findings.

Here are graphs of 6 successive track playbacks attempting to isolate the cause of random stuttering and pausing on some track playbacks but not others. The following two examples iterate ProcessingAffinityMask and show the performance of CPU/GPU syncronized with other measurements and Fraps results.

All my settings and system configuration is listed on these first two examples which display 22 minutes of data overall - each TBD track is 3 mins 40 secs in duration:

Note: My HD5870 GPU is operating at maximum clock during loading from CoD track playback
https://webspace.utexas.edu/joem/CLIFFS%20OF%20DOVER/1.00.4305%20testing/Sat-6-ProcAffinity%3D15-runs-including%20load%20FINAL.jpg



https://webspace.utexas.edu/joem/CLIFFS%20OF%20DOVER/1.00.4305%20testing/Sat-6-ProcAffinity%3DOFF-runs-including%20load%20FINAL.jpg

Note the playbacks in which the fps was 0 or lower than 10. Those are track playbacks with significant pausing and stuttering.

Now here's a couple sets of measurements over two different tracks - at higher time resolution so you can see the relationship between GPU and CPU loading during a stutter/pause and a track with good performance - i.e. no stutter or pausing

First the smooth track playback, note that GPU loading (purple) never drops lower than 50% during the track.

https://webspace.utexas.edu/joem/CLIFFS%20OF%20DOVER/1.00.4305%20testing/Anatomy%20of%20a%20Stutter%20-%20exm%201%20good%20performance.jpg

Now a playback which had significant pause (like 2 seconds). Note that during the stutter the CPU (yellow) drops to 0 first - then the GPU (purple) drops to 0.

https://webspace.utexas.edu/joem/CLIFFS%20OF%20DOVER/1.00.4305%20testing/Anatomy%20of%20a%20Stutter%20-%20exm%202%20bad%20performance.jpg

No matter what Catalyst setting or CoD setting I changed - the stuttering and pausing continued randomly throughout testing. Many times, I thought one setting or the other had improved it - but follow on testing produced more stutter tracks.

In summary - It's the CPU not the GPU that producing the stutter and pausing.

As has been reported many times - the AA only works in two modes - OFF and 1X-2X-4X-8X all producing the same graphic output. Strangley, I found performance better at higher settings even though the screen output was the same.

https://webspace.utexas.edu/joem/CLIFFS%20OF%20DOVER/1.00.4305%20testing/1.00.4305-AAsettingsVsActual.jpg

S!

Gunny

kyletiernan
05-02-2011, 01:57 PM
Nice work, saved the devs some work. Hopefully they read this and make some changes.

Phazon
05-02-2011, 02:34 PM
Nice work. I thought the big pauses were from the CPU being overloaded but it looks like otherway around - the game drops the ball and stops feeding it. :P

TUSA/TX-Gunslinger
05-02-2011, 02:45 PM
Thanks for the kind words. It took me days to figure this out, due to the randomness of runs. At one point I thought it was Tessellation, at another I thought it was ATITraytools interacting with the program, at one point I thought it was ProcessAffinity settings. All false leads

When I finally by the weekend, when I starting looking at the CPU/GPU interactions during stutters - I finally got it. It took all those plots and graphs to prove it however.

Yes Phazon, that's exactly how it seems to me - the CPU gets starved for info and stops - then the GPU follows. In many runs you'll see the CPU start to come down in load - but it picks back up before the GPU is effected.

I wanted to put this out here to stop folks from running out and buying video cards right now. By all means, wait until it all stabilizes then see what you need.

Last thing: As you can see in the first series of graphs, my HD5870 is running at max clocks just fine. One of the interesting things that's occuring apparantely is the HD6000 series cards are not "clocking up". So HD5000's are operating one way - while HD6000's are operating in another.

S!

Gunny

Sauf
05-02-2011, 03:03 PM
Great work Gunslinger, only downside is I think Russia is on 5 days off for May day holiday.

Orpheus
05-02-2011, 03:12 PM
Last thing: As you can see in the first series of graphs, my HD5870 is running at max clocks just fine. One of the interesting things that's occuring apparantely is the HD6000 series cards are not "clocking up". So HD5000's are operating one way - while HD6000's are operating in another.

Good work on this testing dude. Just so you know the ATI underclocking issue has been solved:

http://forum.1cpublishing.eu/showpost.php?p=277167&postcount=289

It's the Ubi splash video that plays when the EU edition starts up (RU version doesn't have the Ubi splash so it's an EU problem only, afaik). With GPU-Z open at startup, you'll see normal clock speeds until that video plays - the vid causes the GPU clock to lock to the UVD video setting (usually 400mhz) and ATI powerplay won't detect the change, leaving us stuck at video clock speeds.

Delete or rename the splash.wmv as described in the linked post and any cards suffering this issue should clock normally. :)

Buchon
05-02-2011, 03:13 PM
I found that the game still trashing the HDD, even having free RAM to use, and that event cause shuttering.

If the game is not limited in the use of RAM and detects the available resources, and this objects are previously loaded in RAM, the HDD trashing shutters will disappears.

Maybe is the search of this resources in the HDD what is causing this CPU hold back, or just is another source of shuttering different.

SUP_Trok
05-02-2011, 03:14 PM
Very good work!!

TUSA/TX-Gunslinger
05-02-2011, 03:35 PM
I found that the game still trashing the HDD, even having free RAM to use, and that event cause shuttering.

If the game is not limited in the use of RAM and detects the available resources, and this objects are previously loaded in RAM, the HDD trashing shutters will disappears.

Maybe is the search of this resources in the HDD what is causing this CPU hold back, or just is another source of shuttering different.

Well, I looked hard for that. By doing sequential track playback runs - where the track is already in RAM after the first playback - you figure your getting around the disk access issue.

It actually looks to me (if I had to be forced to guess) like a broken thread. i.e - one of the many processes that runs threaded, just had an error and stops. Then the process has to go and find something to "do".

In short after several hundred runs this week, I saw no evidence of storage access issues.

S!

Gunny

Buchon
05-02-2011, 04:04 PM
Well, I looked hard for that. By doing sequential track playback runs - where the track is already in RAM after the first playback - you figure your getting around the disk access issue.

It actually looks to me (if I had to be forced to guess) like a broken thread. i.e - one of the many processes that runs threaded, just had an error and stops. Then the process has to go and find something to "do".

In short after several hundred runs this week, I saw no evidence of storage access issues.

S!

Gunny

So there two sources of shuttering.

Im talking about the first load in RAM, for example flying in "free fly mode" when you are approaching to a city the game shutters searching in the HDD some thing, a house or something, when it is already in RAM there no shutter flying the same zone.

But there free RAM, why is not this loaded already ? :confused:

About the strange issue that there better performance with AA in x8 than in x4.

That is a ATI issue, they have better performance in x8 than x4, even if it is not working properly, dont know why :confused:

TUSA/TX-Gunslinger
05-02-2011, 04:16 PM
So there two sources of shuttering.

Im talking about the first load in RAM, for example flying in "free fly mode" when you are approaching to a city the game shutters searching in the HDD some thing, a house or something, when it is already in RAM there no shutter flying the same zone.

But there free RAM, why is not this loaded already ? :confused:

About the strange issue that there better performance with AA in x8 than in x4.

That is a ATI issue, they have better performance in x8 than x4, even if it is not working properly, dont know why :confused:

Understand. I included the first load (1st run to the left) and as you'd expect - it always benched differently. The Average would usually be 3 fps higher. Normally, when your track testing - you throw out the initial run and take the subsequent track playback benchmarks. The first one is always different, and your trying to isolate CPU and GPU - while leaving out the I/O variability between systems.

Also, there's a part of TBD track (later portion of track) in which the camera zooms into a RAF Flak Gunner. In almost every (if not all) of the intial passes after restarting CoD - the animation would be missing ammunition load in the AA gun. All other passes - the ammo showed up and as the gun fired the ammo load decreased.

I hate that Flak Gunner by the way. He has a bug. His vertical position is too low - so that the AA Guns seat - passes through is neck - instead of his butt.

I'll be glad when they fix that and I won't have to look at it anymore.

S!

Gunny

Insuber
05-02-2011, 04:59 PM
Great job Gunny, thank you!

Conte Zero
05-02-2011, 05:10 PM
Interesting research, and amazing scientist attitude. Good.

jibo
05-02-2011, 06:01 PM
thx for the hard work gunny

TUSA/TX-Gunslinger
05-02-2011, 07:32 PM
Thanks Guys for reading through all that and for the kind words. I'm glad you find it useful. At one point last week I was saying to myself "stop this benchmarking instanity and go practice dropping bombs and shooting", because I wasn't getting anywhere.

I thought on Sunday morning, sheesh - relook at the results and see if there's anything in this that would help anyone and I noticed then the GPU/CPU timing in the ATITrayTools graphs.

As an aside - here's a dump of one of my high level logs where I've complied results and differences in settings from the initial baseline - these runs reflect about 1-2 testing days:

Look at the variabilty throughout the multiple pass runs. Always there. Once time it's not but repeat the same settings and the hard stutter will find a way to come back. You can only see this type of behavior in multiple iterations - 3 of 5 track runs - etc.... this is just Sat and Sun's runs :)

AAOFF-Ap-Morphon
1.00.14101
Frames, Time (ms), Min, Max, Avg
8884, 210143, 10, 82, 42.276
1.00.14214
Frames, Time (ms), Min, Max, Avg
6281, 213048, 0, 83, 29.482

AAOFF-AP-MorhOFF
1.00.14101
Frames, Time (ms), Min, Max, Avg
9188, 213827, 6, 110, 42.969
1.00.14214
Frames, Time (ms), Min, Max, Avg
8688, 213767, 0, 87, 40.642

4XAA in AP - Morphon
1.00.14101
Frames, Time (ms), Min, Max, Avg
5750, 211313, 0, 108, 27.211
1.00.14214
Frames, Time (ms), Min, Max, Avg
5925, 213186, 0, 69, 27.793

4XAA in AP - MorphOFF
1.00.14101
Frames, Time (ms), Min, Max, Avg
5766, 217886, 0, 108, 26.463
1.00.14214
Frames, Time (ms), Min, Max, Avg
8465, 214107, 0, 88, 39.536
1.00.14305 GrassOFF 4XAA AP/ED - AF Appcontrolled - Grass OFF|Tesselation 64X|Texture Filter High Qual - NO Surface Format Optimization - Adaptive MS
Frames, Time (ms), Min, Max, Avg
8893, 212102, 15, 98, 41.928

Same as above - now add 8X AF
Frames, Time (ms), Min, Max, Avg
9010, 215613, 15, 97, 41.788

AF to AP - 0XAA in APcontrol - all other settings the same
Frames, Time (ms), Min, Max, Avg
8659, 213278, 0, 89, 40.600
Frames, Time (ms), Min, Max, Avg
8789, 213669, 2, 89, 41.134

2XAA in AP
Consecutive runs taken after previous runs with many screensnaps
Frames, Time (ms), Min, Max, Avg
7956, 210537, 0, 91, 37.789
Frames, Time (ms), Min, Max, Avg
7780, 212982, 0, 88, 36.529

Post reboot
Frames, Time (ms), Min, Max, Avg
8672, 211015, 0, 95, 41.097

8XAA in AP
Frames, Time (ms), Min, Max, Avg
9136, 213765, 16, 98, 42.739
8XAA in AP - Tesselation = 64
Frames, Time (ms), Min, Max, Avg
8953, 212338, 18, 99, 42.164

8XAA in AP - Tessellation = OFF
Frames, Time (ms), Min, Max, Avg
8478, 212003, 0, 94, 39.990
Frames, Time (ms), Min, Max, Avg
8731, 212338, 0, 94, 41.118
Frames, Time (ms), Min, Max, Avg
8732, 213975, 0, 97, 40.809

8XAA in AP - Tessellation = 64X
Frames, Time (ms), Min, Max, Avg
8953, 212338, 18, 99, 42.164

8XAA in AP - Tessellation = 64X - ATITrayTools Running
Frames, Time (ms), Min, Max, Avg
8787, 211340, 0, 96, 41.578 2 big pauses
8830, 211417, 7, 95, 41.766 2 stutters
8569, 211280, 0, 94, 40.558 pauses
8043, 211964, 0, 92, 37.945 8 stutters
8578, 211848, 0, 91, 40.491 pauses

8XAA in AP - Tessellation = 64X - ATITrayTools Shutdown
Frames, Time (ms), Min, Max, Avg
9114, 212280, 17, 98, 42.934 Smooth
8994, 212468, 16, 96, 42.331 Smooth
9093, 212634, 17, 96, 42.764 Smooth
9000, 212428, 15, 97, 42.367 Smooth
9007, 212326, 17, 97, 42.421 Smooth

8xAA in AP - Tessellation = OFF - ATITrayTools Shutdown
9012, 212089, 16, 97, 42.492 Smooth
8905, 212175, 17, 93, 41.970 Smooth
8784, 208758, 17, 95, 42.077 boringly smooth
8822, 212061, 16, 93, 41.601 Smooth

8XAA in AP - Tessellation = OFF - ATITrayTool Running
8754, 212337, 0, 96, 41.227 large pauses
8892, 212400, 18, 97, 41.864 smooth!
8839, 211994, 14, 93, 41.695 smooth
8414, 212259, 0, 93, 39.640
8614, 212233, 0, 95, 40.587
8605, 212233, 0, 92, 40.545
8562, 212274, 0, 89, 40.335
8688, 212419, 9, 91, 40.900 some jerkyness
8768, 212443, 16, 95, 41.272 smooth
8571, 212186, 0, 95, 40.394

OK now - everything same. ATITrayTool Shutdown. HP Button Manager ON
8XAA in AP Catalyst 11-4
Frames, Time (ms), Min, Max, Avg
8986, 210598, 16, 97, 42.669 couple micro-stutters
8767, 211908, 0, 97, 41.372 1 micro-pause + 1 Huge Pause
8579, 213074, 0, 99, 40.263 2 large stutters and a pause
8297, 212141, 0, 94, 39.111 Pause X 3
8725, 212464, 0, 99, 41.066 Pause X 3 + 1 Huge Pause

1 run with HP Button Manager off after reboot - first run had to be aborted due to severe pausing at start of 2nd (monitored) run of track. No change.
9042, 213308, 0, 98, 42.389

8XAA in AP - ATITrayTool Running - Process Affinity Mask = 15 in /Softclub path conf.ini
Frames, Time (ms), Min, Max, Avg
9042, 213308, 0, 98, 42.389 Initial Load
9351, 212584, 0, 101, 43.987
8439, 212245, 0, 90, 39.761
8712, 212537, 0, 96, 40.991
8704, 212117, 2, 95, 41.034

8XAA in AP - ATITrayTool Running - Process Affinity Mast = 14
8601, 212202, 17, 91, 40.532
8550, 209688, 0, 91, 40.775
8682, 212022, 16, 92, 40.949
8575, 211675, 0, 92, 40.510

8XAA in AP - ATITrayTool Running - Process Affinity Mask OFF
Frames, Time (ms), Min, Max, Avg
9333, 211847, 18, 106, 44.055 - Initial Load Run
8831, 212286, 15, 98, 41.600
8819, 212457, 16, 98, 41.510
8710, 212362, 13, 95, 41.015
8713, 212642, 15, 95, 40.975

Same exact configuration as above - reboot to confirm next runs
9538, 212237, 6, 106, 44.940
9119, 212725, 15, 101, 42.868
9001, 212589, 18, 98, 42.340
8901, 212659, 0, 95, 41.856
8902, 212663, 17, 99, 41.860
8968, 212485, 3, 100, 42.205

Process Affinity Mask set to = 15
Frames, Time (ms), Min, Max, Avg
9392, 212447, 0, 106, 44.209
9009, 211982, 0, 99, 42.499
9047, 212045, 15, 96, 42.665
8920, 212004, 18, 93, 42.075
8999, 213199, 18, 95, 42.209
8807, 212720, 0, 97, 41.402


S!

Gunny

Blackdog_kt
05-02-2011, 08:22 PM
Great job and a constructive attitude towards problems. This doesn't only help the developers if they don't already know the cause of what they are trying to fix, it also helps the users apply possible work-arounds and decide if they should upgrade or refrain from throwing money and hardware at the problem if it's something fixable.

Much more useful than the usual "it's broken, fix it" one-liners we so often get ;)

335th_GRAthos
05-02-2011, 09:51 PM
At one point last week I was saying to myself "stop this benchmarking instanity and go practice dropping bombs and shooting", because I wasn't getting anywhere.

We are glad you did not!

Many thanks for this great work!

~S~

danjama
05-02-2011, 10:00 PM
Good work. I don't have the game, but appreciate this anyway.

ATAG_Doc
05-02-2011, 10:32 PM
Very nice work Gunslinger!

Federico Aloisi
05-03-2011, 07:08 AM
Just to say hello to an old friend from RoF core beta test ;)

Excellent work Gunny!

Warhound
05-03-2011, 12:05 PM
Do you use an SSD in your system? Know you very much doubt a harddisk is to blame for the stutters, but as far as I know textures get loaded an unloaded into the cache as they are needed. So unless you have a very large pagefile and lots of RAM AND CLOD is using it all instead of filling to a max of say 2GB before reusing it it seems to me as the most obvious reason for making the CPU wait.

Just asking because I built a new pc recently with CLOD installed on a Crucial C300 SSD and am experiencing no stutters whatsoever and other people with SSD's seem to experience little to no stutters aswell.

W0ef
05-03-2011, 12:50 PM
If you dont have a fast HDD but do have 6+ Gig of Ram you can just disable your page file altogether. It´s what I did and it works fine.

TUSA/TX-Gunslinger
05-03-2011, 12:54 PM
Just to say hello to an old friend from RoF core beta test ;)

Excellent work Gunny!

Salute Frederico! - hope this finds you well. Some of this testing reminded me of that :)

All the best,

Gunny

TUSA/TX-Gunslinger
05-03-2011, 12:55 PM
If you dont have a fast HDD but do have 6+ Gig of Ram you can just disable your page file altogether. It´s what I did and it works fine.

I'll try that, if I get more RAM. Right now I'm at 4GB. Thanks. I'm off on work trave for a few days - as soon as I get back.

Thanks

Gunny

TUSA/TX-Gunslinger
05-03-2011, 01:02 PM
Do you use an SSD in your system? Know you very much doubt a harddisk is to blame for the stutters, but as far as I know textures get loaded an unloaded into the cache as they are needed. So unless you have a very large pagefile and lots of RAM AND CLOD is using it all instead of filling to a max of say 2GB before reusing it it seems to me as the most obvious reason for making the CPU wait.

Just asking because I built a new pc recently with CLOD installed on a Crucial C300 SSD and am experiencing no stutters whatsoever and other people with SSD's seem to experience little to no stutters aswell.

No SSD, system disk is 10,000 rpm.

Important to say here, many tracks had no or very little stutter. When I play the game - versus test a high load performance track - I don't have a lot of stutter complaints.

If you look back at my results - many times the lowest fps in tracks is 14-to-18 with no or minimal stutter. Repeated playbacks and some initial playback - always eventually show it in a random manner.

By random I mean - at different spots on the track. Sometimes the stutter occurs when the attacking 110's are viewed from the perspective of the Hurricanes waiting to take off - sometimes it occurs a low load points on the track - it's random.

The pauses can also be very short and sometimes as long as 2-3 seconds. This is a problem with execution, which I'm sure will be nailed down soon.

When you guys are saying you have found solutions that have no stutter - Do you mean normal execution of the Simulator - or do you mean repeated playback of "The Black Death" track? Two different conditions.

Try 7 sequential playbacks of "The Black Death" track without restarting CoD. If you get through that with no Minimum FPS less than 10 fps and I'm pretty sure you have found a solution. I had one or two examples in a week of testing - in which I had 4 or 5 consecutive runs with minimum FPS of 14fps or above. However, the rub is that after both those episodes, when I tried to re-run the next 5 runs with the same settings after restarting CoD - the stutters returned.

Thanks

Gunny

SYN_Flashman
05-03-2011, 01:16 PM
If you dont have a fast HDD but do have 6+ Gig of Ram you can just disable your page file altogether. It´s what I did and it works fine.

Being essentially ignorant on this kind of thing how does a person go about doing this? I have Win7 64bit and 8gb of RAM.

W0ef
05-03-2011, 01:27 PM
Being essentially ignorant on this kind of thing how does a person go about doing this? I have Win7 64bit and 8gb of RAM.

I have to basically do this out the top of my head since the laptop I am has the language set to Portuguese :P

Warning here though, only do this if you have plenty RAM (in your case this shouldnt be a problem at all). This is of course totally reversible should you not like it after all.

Right here goes:

Go to Control Panel -> System & Security -> System -> Advanced Settings (left side of panel, run as admin) -> Advanced panel -> Go to top tab there and pick definitions -> You will see a tab with three options (Visual Effects, Advanced and one other) -> Pick Advanced -> Virtual Memory -> Change -> Untick the Automatically set the pagefile folder thingy -> Select the No PageFile thingy -> Profit.

Sorry for the somewhat vague walkthrough but it should get you there.

Regards.

Flanker35M
05-03-2011, 03:26 PM
S!

I run both SSD and without pagefile. No problems so far. Great testing Gunny. I had no probs with the 3D clocks after I overclocked my card a whopping 5MHz :D Let's see what the patch will do..

RE77ACTION
05-03-2011, 03:56 PM
It's my opinion that the stutters don't come from the HDD (maybe there are exceptions). I've tested the game on a HDD (7200) and on 3 very fast SSD's in a RAID 0 array (which is probably bottlenecked by the controller or bus). It's my experience that it makes totally no difference in stuttering. Thereby I have to say that my stutters are mostly mild.

I agree with TUSA/TX-Gunslinger that it has probably something to do with the code of the game. On the moments that you see a short heavy drop in FPS you see a simultaneous (more or less) drop in CPU utilization. Normally CPU utilization should increase when a game has lots to process.

Apollo11
05-03-2011, 11:38 PM
Hi all,

Thanks for testing!

BTW, what tool did you use to measure the GPU utilization?


Leo "Apollo11"

Orpheus
05-04-2011, 12:29 AM
It's my opinion that the stutters don't come from the HDD (maybe there are exceptions). I've tested the game on a HDD (7200) and on 3 very fast SSD's in a RAID 0 array (which is probably bottlenecked by the controller or bus). It's my experience that it makes totally no difference in stuttering. Thereby I have to say that my stutters are mostly mild.

I agree with TUSA/TX-Gunslinger that it has probably something to do with the code of the game. On the moments that you see a short heavy drop in FPS you see a simultaneous (more or less) drop in CPU utilization. Normally CPU utilization should increase when a game has lots to process.

This is interesting. Games that have a lot of stutter often come accompanied by cries to install it to an SSD (which winds me up a bit, frankly lol).

Any graphs or screens that show this effect in action? Obviously you can't show us the stutters, but a CPU monitor shot showing these dropouts could go a long way in helping the devs (or us!) solve the stutter problem?

TUSA/TX-Gunslinger
05-04-2011, 12:50 AM
ATITrayTools - found under the Hardware Tab. You can set it to monitor all sorts of things from your AMD/ATI GPU ......... I love the flexiblity of the graphs. As you can see by my examples - you can control X axis (time) and Y axis (measurement value) independently - which allows you see all sorts of interactions.

Anyway, here's a link to guru3d http://www.guru3d.com/article/ati-tray-tools-/

Oh yes, another benie.... it's free :)

S!

Gunny

Apollo11
05-04-2011, 09:51 AM
Hi all,

ATITrayTools - found under the Hardware Tab. You can set it to monitor all sorts of things from your AMD/ATI GPU ......... I love the flexiblity of the graphs. As you can see by my examples - you can control X axis (time) and Y axis (measurement value) independently - which allows you see all sorts of interactions.

Anyway, here's a link to guru3d http://www.guru3d.com/article/ati-tray-tools-/

Oh yes, another benie.... it's free :)

S!

Gunny

Thanks for info! :)


Leo "Apollo11"

Rattlehead
05-04-2011, 11:14 AM
Outstanding work Gunny. :)
This thread makes for most interesting reading.

Skoshi Tiger
05-04-2011, 01:30 PM
This is interesting. Games that have a lot of stutter often come accompanied by cries to install it to an SSD (which winds me up a bit, frankly lol).

Any graphs or screens that show this effect in action? Obviously you can't show us the stutters, but a CPU monitor shot showing these dropouts could go a long way in helping the devs (or us!) solve the stutter problem?

I'm not saying you'll get any better frame rates or reduce stuttering in any particular sim, but I doubt I would ever make another PC for myself without a SSD. (until something faster comes out of course :) )

For me it's worth the extra $150 for the faster system startup and game load times. And I'm not even part of the 'Now' generation. Lifes to short to be waiting around for your PC to start.

Cheers!

Troll2k
05-06-2011, 11:04 PM
If the cpu stops to wait on something(thus causing stutter) would it be better to under clock the cpu?

Ze-Jamz
05-06-2011, 11:24 PM
My CPU fan goes mental when im playing this game with the newest beta patch...as soon as i pause game or exit you can hear it start to spin down..

RE77ACTION
05-07-2011, 11:17 AM
If the cpu stops to wait on something(thus causing stutter) would it be better to under clock the cpu?

Lower clock speeds gave me much worse performance. See last post on page 5 (http://forum.1cpublishing.eu/showthread.php?t=22155&page=5).