lot of different issues that people are confusing for each other. what works for one issue probably won't help with another issue.
If you're getting the stutter, you can try disabling half your threads.
Goto task manager, rightclick ESO.exe, goto details. Rightclick eso.exe in details, click set afinity, and deselect every odd number thread (1,3,5,7) so that only even ones are left (0,2,4,6)
see if that helps. It might or might not, but AFAIK that's the stutter that WAS fixed on this last patch.
phaneub17_ESO wrote: »That thing that used to drop me from 100 FPS down to 2 seems to be gone though, the random hiccup stutter still there.
RinaldoGandolphi wrote: »See the thing is, Multi-core CPU's and gaming really don't go well together and never will, at least not in the way people think.
Hyperthreading and multi-core CPU's were designed for two things:
1. Crunching numbers in highly parallel server scenarios.
2. To allow consumer PC's to run "more then one program" at a time while lessen the CPU sleep and wait cycles between multiple programs.
the biggest benefit to multi-core CPU's on consumer systems is the ability to run multiple programs at once. For example, on a 6 core CPU Say you could have Firefox, Facebook, Windows Media Player, Microsoft Excel, Microsoft Outlook, and HWMonitor all open at the same time. Since you have 6 CPU cores, your OS doesn't have to constantly transition CPU time from multiple programs on a single core, as it can simply assign each program a core to use. huge performance increase, great thing.
However, the same thing is NOT true when you have a single program trying to spawn multiple threads across multiple cores. This creates conditions with transactions penalties, and their are penalties when transitioning data across multiple cores. As NASA found out when doing research on Hyperthreading, there are many scenarios where hyperthreading either shows no improvement, or actually hurts performance because resources such as Cache is being shared by multiple programs at the same time.
https://www.nas.nasa.gov/assets/pdf/papers/saini_s_impact_hyper_threading_2011.pdf
Gaming sadly, is one of those use cases that once you go beyond 4 cores the benefits begin to hit a VERY hard diminishing marginal return wall. The difference in FPS between say a 4 core CPU and a 4 core Hyperthreaded CPU in most games with the same clock speeds is less then 10% in most cases.
Hyperthreading was designed to be used in server applications to crunch numbers, Intel just decided to use it as a marketing tool to sell more CPU's. This lead to the "core wars" between Intel and AMD that picked up where the Ghz war of the mid to late 90's left off.
the best use of CPU's with more then 4 cores comes when your playing a game but also streaming or recording video for example or doing multiple tasks as those extra cores will allow your OS to do OS tasks or run other programs without taking any resources away from the cores currently running your game.
Also, Multi-threading and multi-core are NOT the same thing. there are many cases where its beneficial to run multiple threads off less cores or even run multiple threads off a single core....if your not crunching numbers, their is a drastic performance hit when it comes to transitions, sleep and wake times, and cache clearing on CPU's. This becomes even more important with the Spectre and Meltdown patches that implemented KPTI(Kernel Page Table Isolation) as many servers found out, transactions became more expensive which is why so many server centers had to upgrade hardware.
this long wall of text has a point, I promise! I just don't like people leaving without learning something new.
ESO really isn't a game that's going to get much benefit from multi-threading or multi-core. the bottleneck is, and always will be network related. their server has trouble keeping up in say PVP or when large numbers of people are spamming abilities. It doesn't matter how many cores you have when they are always waiting for data to be received server side before they continue processing.
Single player games can and have seen some benefit from multi-core and multi-thread simply because their is no network bottleneck, and devs can put main renderer, sound system, physics, lighting, shadows, etc on different threads and cores. Even though its not going to be 100% scaling like hyperthreading was designed to be when crunching numbers server side, it will be a good improvement moving forward.
multi-core and multi-thread in online games will always be held back until network gets better...once the average ping is below 20ms, then we will see these cpu's really be able to stretch their legs in online games...we will probably get their worldwide in another 30-40 years as cable, fiber optics, and new technologies are brought about to increase speeds between locations
Anyways, good luck folks!
Savos_Saren wrote: »