Quote:
Originally Posted by Buchon
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.
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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