If a CPU bound process and an IO bound process simultaneously request for for IO, which process's request should be accepted first? Why?
... there is no denying it.
Stop suggesting people upgrade their CPUs when they state that the game was running perfectly before the last update. I myself have been playing just fine on my i5-7600k since late 2017.
Yes, that CPU is indeed outdated.
Yes, I would get better performances if I bought an i13 17999KXW.
But that didn't keep me from playing at perfectly decent perfs (50-80 fps most of the time) for close to 5 years.
HOWEVER, the last patch completely MURDERED Tarkov's CPU usage. Before the game used around 60-70% of the CPU ressources, with the occasional spike up. Now it is perma-capped at 100%, killing all responsiveness from the rest of the softwares : music freezes, Discord mates stop hearing me, .... Hell, even ingame inputs get frozen sometime (i.e. I let go off the W key but the character keeps running for 1-2 secs). Those things NEVER happened before, and the strangest part is that the FPS are perfectly fine still, I'd even say better than before.
I know I am not the only one.
Last patch brought with it an issue, and I hope the devs are working on a fix. I am not asking for troubleshooting help, I tried everything. It would be great to get an acknowledgement of the issue from the devs, though.
EDIT : someone pointed out that I might be due for repasting my CPU/GPU. They were right, I was even long overdue. However, this did not change anything except better temps. Myu CPU is still capped at 100% all the time.
Vedette is a CPU usage monitoring tweak for processes in iOS like apps and daemons, and terminate it when they violate the maximum allowed percentage.
One example is the
trustd issue that's happening on both macOS and iOS. More info on this issue can be found on this excellent article written by Jeff Johnson here and in this reddit post. I actually created this tweak for the sole
trustd issue that's happening on my device, but you can use it on any other processes/daemons.
This package tested to be working on iOS 14.3. Might or might not work on other iOS version. Though, I think it should work on iOS 10 and above. Due to the low level API used are supported since iOS 10.
Get it from my repo here.
Follow me on Twitter
To support development: https://www.paypal.me/udevs
I always knew EFT as a game was CPU bound.. But I never knew just how.. I run the game at 1440p normally but had to RMA my card recently. The card I am stuck with is a GTX 680.. a 2GB card from 10 years ago that does not even get driver updates (outside of security patches). I am able to get 70-80 FPS on interchange and 110 on factory at 1080p on this card... I have a 6700k clocked at 4.5ghz. I did not even consider the possibility of running this game on this card considering valorant crashed every 60 seconds of playing. Of course my details are set to arse mode and I may have enabled downsampling. Crazy stuff and I am so happy that I wont be without the game.
Am I making some mistake?
I upload an image (using .convert() as well), resize it ( .convert() again for good measure) and then blit it on screen every frame (120 fps), and everytime the image is in camera shot the cpu usage increases 25% of the normal usage (~18% to ~23%)
Is this just something normal and large images are hard to blit? Really itches me a bit
To be clear, I only upload, resize and convert the image once, before the while loop, its later stored in an object and blitted from there
I need to process audio live from the PC's stereo line input (which I've made default anyway), but I can't find a single, simple, basic example to do just that, to use it to learn, and build on that.
Instead, I see "examples" that range from oscilloscope screens to 30 sound effects, that are actually show-offs rather than learning material.
Currently, since the Web API MDN page is full of fuzzy terms and fuzzy purposes poorly organized (I have to spend a week to decipher), my only option is to gradually strip out one of the show-off examples, until I get to the core, and see how it is done.
Before I do that, I thought I should ask: is there just a bare bones audio input (get each damn sample-only) example that I'm missing?
Any help will be appreciated, thanks!
So near the endgame, you start getting Zerg rushed and make builds that spam the screen up with lots of stuff. This is when the game slows to a crawl.
Is this slowdown CPU or GPU bound? Would throwing more horsepower at it (higher end CPU/GPU) or reducing visual effects help this? Is this the game engine reaching its limits? Would another game engine that's designed to handle this much stuff on the screen help at all?
The slowdown can make things easier but it also kinda makes the endgame scenarios less intense.
I am confused as to what this is and would like to know how to disable it
I just wanted to know if this bug has been fixed. Powerd has been consuming between 100 and 150% of CPU constantly because of some scheduled power event connected with Mail's delayed send feature and rendered my MBP very sluggish. Has anyone seen if this is still the case on Beta 5? Thanks a lot! MBP is 2019, i7.
Games are very latency-sensitive; any increase has significant effects on the frame rate.
I've experienced this myself when trying to run compile jobs in the background while gaming. Even when they're at the lowest scheduling priority (SCHED_IDLE) that can allocate >99% of the CPU resources to other tasks, they still cause my game to lose ~30% of it's average frame rate (not to speak of stability): https://unix.stackexchange.com/questions/684152/how-can-i-make-my-games-fps-be-virtually-unaffected-by-a-low-priority-backgroun
This is likely due to buffer bloat; larger queues -> higher latencies.
RT-kernels are supposed to offer more consistent latency at the cost of throughput which should be a desirable attribute when gaming. 160fps is nice, high throughput but I'd rather have a more consistent 140fps.
Could they help this case or perhaps even generally be useful?
Has anybody done benchmarks on this? The newest I could find is a Phoronix benchmark from 2012 testing Ubuntu's Low-latency kernel which isn't very applicable today I'd say.
How do you even use a RT kernel? Would I have to give my game a specific priority?
I've got a new pc built and I can't finger the problem. There's no PTOS and I've tried a number of fixes. For one unplugging the rig and taking out everything but the processor and its fan, then removing the Battery and waiting to try it again only to get the same results. The manual says the DDR4 ram is in the right slots. Power supply is plugged in right. Don't really want to bread build but haven't tried it yet. Tried it with one RAM in, no ram, GPU out, GPU in. Same result. CPU light then solid DRAM light for a few seconds and so on. I'm sure people have asked this before I just can't shake my concerns.
Honestly worried my CPU got fried at some point but aren't really sure.
Build: MB: Gigabyte B450 Auros M PSU: 650W can't remember brand RAM: 2 8gb Corsair DDR4 ram GPU: RAdeon RX 6700 XT CPU: Ryzen 5 5600x all new parts ordered earlier in the year.
Edit: I forgot to add that the computer being plugged into a hdmi monitor only shows "no signal".
I'm building a little client-side Blazor app for the game Elden Ring. The work that it needs to do takes about 10 seconds and is locking up the UI, and also making the "This page is slowing down Firefox. To speed up your browser, stop this page." message pop up.
I've given BlazorWorker a try in order to get this running in a separate thread/in the background, but it didn't seem to help here. Do I have any options other than to convert this to an ASP.NET hosted app and do the heavy lifting on the server?
I'm coming back after a break and don't think I realized how bad frame drops are in high pop areas. My CPU typically tops out around 78% to 82% during chest runs while GPU is around 40% to 50%. I would think my bottleneck is CPU but I've never seen it at 90+%.
Edit: Forgot to add, I have a mix of medium and low settings and am playing at 1440p.
I've read that knowing what's going on under the hood with neural net and similar AI's can be difficult to impossible. How far does that apply to Dall E? Is it a black box? Or do we have ways of knowing whether, when it paints "an apple and a banana singing a song in the 1830's", somewhere in its workings it actually models the scene, or instead somehow just works at the level of color swaths with no processes relating to the actual ontology at all.
What do we know about that?