What i can't understand is why loading data should interrupt the hyperspace animation? I'm on a six-core CPU, it's not being stressed at all.. so why the conflict between loading data and displaying a simple animation?
This is surely some kind of software bottleneck - ie. a bug in the gamecode?
If it needed to stream the animation frames from HDD then that might explain it, but then why would it need to do that in the first place when such a small animation could be cached to video memory?
I'm loathe to swap pagefiles around as i run a triple-boot system and Windows 7 doesn't play friendly with other OS's assets.. keeping it constrained to its own drive is the safest option. If the only solution is a hardware upgrade then it'll have to wait..
From a sheer practical viewpoint though i'm sure FD could fix this - if only by caching the animation and / or optimising the disc usage. I've tried defragging the install folder with Defraggler but this doesn't help much (and besides it'd need re-doing with every game update)..
This is surely some kind of software bottleneck - ie. a bug in the gamecode?
If it needed to stream the animation frames from HDD then that might explain it, but then why would it need to do that in the first place when such a small animation could be cached to video memory?
I'm loathe to swap pagefiles around as i run a triple-boot system and Windows 7 doesn't play friendly with other OS's assets.. keeping it constrained to its own drive is the safest option. If the only solution is a hardware upgrade then it'll have to wait..
From a sheer practical viewpoint though i'm sure FD could fix this - if only by caching the animation and / or optimising the disc usage. I've tried defragging the install folder with Defraggler but this doesn't help much (and besides it'd need re-doing with every game update)..