That’s not quite how GD came into this world… but came it did regardless. If it were using a newer game engine streamlined for todays modern multi-cpu fascination then you would likely have minimal concerns in this area. GD’s “aged” engine works against that heritage unfortunately, as I outline above. Diablo-likes are famously heavy on CPU usage, however, and they tend to lean on that much more than other games. Indubitably.Īnd it seems like Grim Dawn is a lot less demanding. The odd stuttering in normal situations is definitely fixable. Just like you inherit genes from your mother and father, GD inherited genes from, well, itself, kinda, or its former self, Titan Quest. It was indeed meant for your consideration. Should you be able to with “no” dips? Sure. This is related to the aged engine in use and I’m assuming that there isn’t much that can be done for it anymore tho the eventual upgrade to DX11 we will be receiving may have at least some gains (we hope). Unfortunately GD doesn’t handle multicore in an even fashion and many (if not most) systems will encounter this in heavy on-screen activity (or areas that feature heavy particle counts, ie. If you use a system monitor to keep tabs on core-by-core usage you can see this is so and coincides with frame drops and has next to nothing to do with the GPU. Stuttering in high density situations boils down to a (single) core on your CPU maxing out aka bottlenecking, thus causing frame drops aka stuttering, in those situations.
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