CPU under-utilization may be the problem

Wasn't the FSS scan duration in sync with and limited by frame rates for a while there? Maybe something like that going on in reverse. I'm not sure what AI there is on the main menu hanger, but you never know.
 
I mean, it has been since the PS2 era. Even PS5 games usually run at 30fps. We are only just now finally seeing console games offering the option for 60fps Performance modes.

Not that I'm saying 30fps is an acceptable standard for PC gaming.
I haven't had a console since the PS1.

30 fps to me is unacceptable unless I'm trying to run a game beyond my PC's capabilities, which is more and more common now with this ancient rig. It can't even do Odyssey at 30 fps though, which really sucks because Horizons runs great.

I want Horizons only. I want no Odyssey changes whatsoever added to Horizons, including UI.
 
Of course video cards are used a lot for AI these days, I wonder if the issues could be connected somehow?
Can you name even one game, which calculates AI on a GPU? And how do you explain GPU load to drop during the stutters?
 
I feel like I have to eat my words a little bit when it comes to insufficient threading. It seems there are many threads being used as a lot of the CPU cores are being utilized. Not at a 100% but I imagine that wouldn't be good either.

Here's a screenshot from task manager I took just as I was leaving from a ground CZ, the clear dip & spike in usage is when I was being teleported to the transport, and everything before the dip is pretty much constant.
edo-cz-cpu-usage-2.png


As you can see, there's a lot happening in multiple cores.

I still don't know what's going on when entering the CZ for the first time, when everything becomes a stuttery mess for a while. Maybe the overall usage drops a bit, which causes some issues? I have noticed, however, that at the start all the ground AI is stationary for approximately 30s before doing anything.
 
Can you name even one game, which calculates AI on a GPU? And how do you explain GPU load to drop during the stutters?
There was one. Ultimate Epic Battle Simulator's sequel I think was trying a new method of calculating AI on GPU cores to accommodate the massive scale of battles they simulate. So that they could have battles of 100k versus 100k. Still in development still I think.
 
There was one. Ultimate Epic Battle Simulator's sequel I think was trying a new method of calculating AI on GPU cores to accommodate the massive scale of battles they simulate. So that they could have battles of 100k versus 100k. Still in development still I think.
I was expecting for someone to come up with an edge case.:LOL:
 
Back
Top Bottom