Having experienced and troubleshooted this issue with CSGO on various mid - high end configurations, containing a mix of Intel, Nvidia and AMD components since the Panorama update. I theorise as cores, frequencies and IPCs have increased, the source engine hasnt scaled well. This guide is aimed primarily at stutter, something I didnt experince until 6 core CPUS and DDR4. I havnt played CSGO on a potato in quite a while now. There is no saying this guide wont help you with lower specced hardware, but any experience Ive had with CSGO has been with machines that can hit 144fps consitent. After seeing another post today about stutter, I figured its time I brought this infomation together. Luckily, Id been dealing with problem for a while and have collated a series of fixes that have improved the responsiveness and performance consistency of CSGO. My recent 5800x/3080 with an NVMe install stuttered right out of the box in DMs. Meanwhile: a high-ghz (or really: single thread perf) 8/10 core will still beat a 16/32/64 core in games for a long time to come.Now anyone whos built a system that far exceeds CSGOs system requirements has probably been left dumb founded as to why they can exceed 250+ frames yet still face stutter their previous hardware just didnt. It's possible there's a new, hidden, bottlekeck under that. Vulkan should let the renderer "spread out" (and be faster!) and the new physics engine (per feb or jan monthly report) is set to use "up to 2/3rds of your cores". It doesn't matter when Physics is still stuck on 4 and the renderer is stuck on 2. Say Item2.0 batch updates, Ai nav mesh generation, etc can all scale to infinite threads. SC is kind of weird, in that it USES lots of cores (I've heard it can load up to 32 threads!) but it is still bottlenecked by single threaded performance. I was waiting on the Zen3 chips to build a new computer, and a major factor for me intending to choose AMD over Intel this generation was Star Citizen's use of Vulkan and its supposed multi-cored/threaded abilities. Rumors say "it's better", but we won't know for sure until we can do benchmarks. Mouse movements were all smooth, so all the twitchy-ness of run 2 was caused by the screen freezing up: īut do you happen to know if they've addressed this in the upcoming Zen3 architecture (slated for release in August)? Framerate isn't really noticeably better or worse, but there is a significant stutter in the second run. This shows three versions of the same run. **EDIT** - Took a quick recording of the stuttering issue. Been talking to a few other people with the same problem, so thought it might be helpful to share here. I spent a month looking for solutions to this, and wasn't able to find this until yesterday. For a Ryzen 3900x, this meant setting Star Citizen's processor affinity to use only the first half of the available cores, (0 through 11 on a 24 core system). Without diving too much into the why (the spectrum post goes into this amazingly well if you're interested) Reducing what cores the game uses to all being on the same physical CPU Die completely eliminated this stutter for me. I finally found a spectrum post last night that details a fix, and this completely fixed the stutter for me (link at the bottom). It played relatively smoothly before 3.9, and my computer is relatively high end, so it seemed odd that one patch had such a huge performance loss. The game constantly hung up for seconds at a time in almost all locations. Hey all,Spent the past month trying to find a solution to Star Citizen having a massive stutter on my computer since 3.9 dropped. TLDR - Reduce the number of cores that Star Citizen is able to utilize through Windows Task Manager, a Batch file, or a program like Process Lasso.
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