Meanwhile: a high-ghz (or really: single thread perf) 8/10 core will still beat a 16/32/64 core in games for a long time to come. It's possible there's a new, hidden, bottlekeck under that. ![]() ![]() Vulkan should let the renderer "spread out" (and be faster!) and the new physics engine (per feb or jan monthly report) is set to use "up to 2/3rds of your cores". It doesn't matter when Physics is still stuck on 4 and the renderer is stuck on 2. 500 balazos calibre 50 youtube, Polymer processing society meeting 2013, Concesionario kia barranquilla, Breadstick dip. Say Item2.0 batch updates, Ai nav mesh generation, etc can all scale to infinite threads. SC is kind of weird, in that it USES lots of cores (I've heard it can load up to 32 threads!) but it is still bottlenecked by single threaded performance. I was waiting on the Zen3 chips to build a new computer, and a major factor for me intending to choose AMD over Intel this generation was Star Citizen's use of Vulkan and its supposed multi-cored/threaded abilities. Rumors say "it's better", but we won't know for sure until we can do benchmarks. Mouse movements were all smooth, so all the twitchy-ness of run 2 was caused by the screen freezing up: īut do you happen to know if they've addressed this in the upcoming Zen3 architecture (slated for release in August)? Framerate isn't really noticeably better or worse, but there is a significant stutter in the second run. This shows three versions of the same run. **EDIT** - Took a quick recording of the stuttering issue. Been talking to a few other people with the same problem, so thought it might be helpful to share here. I spent a month looking for solutions to this, and wasn't able to find this until yesterday. For a Ryzen 3900x, this meant setting Star Citizen's processor affinity to use only the first half of the available cores, (0 through 11 on a 24 core system). Without diving too much into the why (the spectrum post goes into this amazingly well if you're interested) Reducing what cores the game uses to all being on the same physical CPU Die completely eliminated this stutter for me. I finally found a spectrum post last night that details a fix, and this completely fixed the stutter for me (link at the bottom). Intel 12th Gen Micro-Stutter Fix - Process Lasso Hello all, If anyone is running an i5-12600 or above you can use this program called Process Lasso instead of disabling your E-Cores in BIOS. It played relatively smoothly before 3.9, and my computer is relatively high end, so it seemed odd that one patch had such a huge performance loss. The game constantly hung up for seconds at a time in almost all locations. Hey all,Spent the past month trying to find a solution to Star Citizen having a massive stutter on my computer since 3.9 dropped. Thank you and ♥♥♥♥ TN/KT/Squeenix.ĮDIT: Oh my God, it really did work for Wo Long, too.TLDR - Reduce the number of cores that Star Citizen is able to utilize through Windows Task Manager, a Batch file, or a program like Process Lasso. Why is my 13900k and a 4090 running arguably worse than a 9900k and 2080 Ti? I can run it without any DLSS, Prioritizing framerate, 100% resolution, 120fps, etc. I tried the Process Lasso one and I'm kinda pissed it worked. ![]() ![]() Please let me know if this fixes things for you Here's a post from the Wo Long board with more details: exe for Stranger of Paradise in Process Lasso, right click > set CPU priority to "always" and also disable the "Windows dynamic thread priority boost" setting. It'll probably be under a menu like "advanced CPU settings" or something similarĢ) Download the free version of Bitsum / Process Lasso, find the. There are 2 ways you can disable CPU e-cores:ġ) via your BIOS at startup, so the instructions will depend on your mobo. Originally posted by uraizen:13th gen Intel here, it's even worse than my 9900k.
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