F5F Stay Refreshed Software PC Gaming The game's code quality is quite low, with many issues and inconsistencies.

The game's code quality is quite low, with many issues and inconsistencies.

The game's code quality is quite low, with many issues and inconsistencies.

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OskarKludder
Member
76
10-26-2025, 12:41 AM
#11
The issue seems tied to the laptop's GPU power constraints. It appears the CPU usage stays around 50% with 8 threads and drops to 20% for the remaining 4, but the GPU consistently exceeds 97% utilization. This pattern suggests the power limit is restricting performance rather than a problem with mods or settings.
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OskarKludder
10-26-2025, 12:41 AM #11

The issue seems tied to the laptop's GPU power constraints. It appears the CPU usage stays around 50% with 8 threads and drops to 20% for the remaining 4, but the GPU consistently exceeds 97% utilization. This pattern suggests the power limit is restricting performance rather than a problem with mods or settings.

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TheZoosk
Member
158
11-01-2025, 12:39 AM
#12
Thanks a lot for sharing the graphs! It seems your GPU performance is a big factor here. For Jurrunio, your GPU appears at full capacity but frame times are inconsistent. It looks like both CPU and GPU usage are high during battles, which might point to an issue on either side. I’d appreciate it if you could confirm whether the problem lies with the CPU or GPU, or if it’s a coding issue overall.
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TheZoosk
11-01-2025, 12:39 AM #12

Thanks a lot for sharing the graphs! It seems your GPU performance is a big factor here. For Jurrunio, your GPU appears at full capacity but frame times are inconsistent. It looks like both CPU and GPU usage are high during battles, which might point to an issue on either side. I’d appreciate it if you could confirm whether the problem lies with the CPU or GPU, or if it’s a coding issue overall.

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julian_PVP
Senior Member
465
11-07-2025, 09:25 AM
#13
GPU usage refers to how much time the graphics card was idle during a sampling interval. In my experience, a brief pause of around 16ms usually means the GPU wasn’t doing anything meaningful, just sitting there. If a lot appears on screen, it tends to stay visible longer than a quick flicker. It doesn’t seem like the GPU is the issue. More likely it’s a problem with the game’s logic or the graphics system for a moment. Also, CPU stats alone aren’t enough—apps might not have enough threads to fully utilize the processor. With an 8-core/16-thread CPU, you’d expect higher usage, but even then, 30-40% is normal. I suspect the game isn’t poorly coded. Others face similar low CPU/GPU situations in different titles, and having the same hardware makes it more likely.
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julian_PVP
11-07-2025, 09:25 AM #13

GPU usage refers to how much time the graphics card was idle during a sampling interval. In my experience, a brief pause of around 16ms usually means the GPU wasn’t doing anything meaningful, just sitting there. If a lot appears on screen, it tends to stay visible longer than a quick flicker. It doesn’t seem like the GPU is the issue. More likely it’s a problem with the game’s logic or the graphics system for a moment. Also, CPU stats alone aren’t enough—apps might not have enough threads to fully utilize the processor. With an 8-core/16-thread CPU, you’d expect higher usage, but even then, 30-40% is normal. I suspect the game isn’t poorly coded. Others face similar low CPU/GPU situations in different titles, and having the same hardware makes it more likely.

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Bryceconner62
Member
57
11-07-2025, 01:06 PM
#14
My recall seems unreliable (I only remember 2666 CL15). Checking my system (2600k + 1070) shows a big gap between 1600 CL11 and 2233 CL10.
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Bryceconner62
11-07-2025, 01:06 PM #14

My recall seems unreliable (I only remember 2666 CL15). Checking my system (2600k + 1070) shows a big gap between 1600 CL11 and 2233 CL10.

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Banarnar
Member
109
11-11-2025, 06:13 AM
#15
Mira Yurizaki appreciates all the responses. The information is helpful. However, my GPU usage remains low because I limited my frame rate to 55 for stability. If I remove that cap, it would resemble your setup. Also, I run at 2560x1080, which might result in even lower CPU usage than 1080p. My main issue is microstuttering and FPS drops even with the strict FPS limit. I’ve tried capping at 30fps to keep frame time steady, but whenever new assets load, there’s a major drop. This suggests the game might be poorly coded.
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Banarnar
11-11-2025, 06:13 AM #15

Mira Yurizaki appreciates all the responses. The information is helpful. However, my GPU usage remains low because I limited my frame rate to 55 for stability. If I remove that cap, it would resemble your setup. Also, I run at 2560x1080, which might result in even lower CPU usage than 1080p. My main issue is microstuttering and FPS drops even with the strict FPS limit. I’ve tried capping at 30fps to keep frame time steady, but whenever new assets load, there’s a major drop. This suggests the game might be poorly coded.

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Kate1214
Junior Member
2
11-14-2025, 12:13 AM
#16
It seems like you're talking about performance issues. The game's frame rate was low, and your RAM might have helped improve it in Hitman 2.
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Kate1214
11-14-2025, 12:13 AM #16

It seems like you're talking about performance issues. The game's frame rate was low, and your RAM might have helped improve it in Hitman 2.

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MooMoo2011
Senior Member
690
11-16-2025, 01:59 PM
#17
I noticed a problem before, it’s resolved now. RAM is at 12GB and nearing 15GB; I had to switch programs to free up space, using memreduct.
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MooMoo2011
11-16-2025, 01:59 PM #17

I noticed a problem before, it’s resolved now. RAM is at 12GB and nearing 15GB; I had to switch programs to free up space, using memreduct.

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Jurd_man
Junior Member
33
11-16-2025, 09:49 PM
#18
I'm only using 2400 CL18, just because it's cheaper and I wanted to cut costs. The 1060 6GB model doesn't seem like a good value either.
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Jurd_man
11-16-2025, 09:49 PM #18

I'm only using 2400 CL18, just because it's cheaper and I wanted to cut costs. The 1060 6GB model doesn't seem like a good value either.

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xCattyx
Member
196
11-17-2025, 04:40 AM
#19
Thanks for providing your previous approaches. It seems the issue isn't primarily memory leaks but rather how new assets are loaded. The setup was designed in a way that leads to microstutters. For example, running 2400 CL18 is comparable to 1600 CL12—something unusual and not ideal. Still, appreciate your assistance. I fixed it by disabling Rivatuner, which helped me focus instead of just watching the graph. Thanks again. Also, if you have a solution, let me know—I'm open to trying anything.
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xCattyx
11-17-2025, 04:40 AM #19

Thanks for providing your previous approaches. It seems the issue isn't primarily memory leaks but rather how new assets are loaded. The setup was designed in a way that leads to microstutters. For example, running 2400 CL18 is comparable to 1600 CL12—something unusual and not ideal. Still, appreciate your assistance. I fixed it by disabling Rivatuner, which helped me focus instead of just watching the graph. Thanks again. Also, if you have a solution, let me know—I'm open to trying anything.

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