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Resolve I/O Bottleneck Delays

In the FiveM city center, despite 40-60GB RAM usage per AIDA64, I hit 22-38ms scheduling delays per RTSS, which made driving impossible. I tried lowering the render distance, but the graphics suffered immensely while the stuttering remained. I then used the GamePP Resource Scheduler to elevate VRAM mapping priority from Normal to Realtime. RTSS confirmed frame times converged to 12-16ms, and HWInfo showed memory temps at 55-62℃. The city now feels fluid and responsive.
Category:AI Filters Last Updated:2026-05-20 20:59:10