4 ms·
When I was young, I played Counter Strike pretty competitive and getting the most fps out of my system was really important. I always thought there would be a g
by dncornholio 4y ago
When I was young, I played Counter Strike pretty competitive and getting the most fps out of my system was really important. I always thought there would be a gaming ready OS. Not sure why it took so long.
I always kept optimising my Windows.. disable auto updates, disable heartbleed, disable indexing, etc. I tried to find the source of every microstutter or fps drop.
I am not sure when the shift happened, but it seems gamers don't value performance anymore like they did in the zero's and nineties.
I actually love this build and will try it out. Even if it only gives me 4 fps more, it's a win.
- lbwtaylor 4y agoI think the large majority of gamers are GPU bound these days, and I'm suspicious that there's much you can tweak in the OS that improves GPU performance. Maybe I'm wrong and improving system latency helps. I feel like GPU frames cost like 3x CPU frames these days.
- alisonatwork 4y agoThis is the answer. It's obvious when you play games on a laptop with integrated graphics. You can tweak every in-game setting to the bare minimum and/or try to stop every service that's running outside of the game, and none of it makes a significant difference, because the core bottleneck is that there isn't a dedicated GPU. The other big bottleneck that existed 10+ years ago is that people still used spinning hard disks. Now we almost all have SSDs, a big chunk of load time and source of slowdowns due to background processes is gone.
- bobleeswagger 4y ago> disable heartbleed what
- toastal 4y agoThey would be meaning Heartbleed mitigations. Lotta folks do this on Linux too depending on their threat model just to compile the kernel faster or whatever.
- orbital-decay 4y agoThey care even more, they just use less snake oil these days, as the experimentation is much more precise than before. The main focus for today's competitive players is not throughput, but motion-to-photon latency and its consistency (consistent frame times, constant input lag). Both improved greatly in recent years from thoughtful tweaks such as limiting your FPS to avoid GPU queue congestions, and due to software developers finally paying attention (NVidia and AMD introduced several low-latency tricks into their drivers, Microsoft also did lots of scheduling-related work). Hardware also got substantially better with latency.