During a high-density population simulation, I noticed the game triggers aggressive memory paging. According to [Benchmark-2026-V4] on Windows 10 via 3DMark, RAM bandwidth utilization swung wildly between 85% - 92%, causing frame-time spikes of 15ms - 35ms. I tried to stabilize this by manually fixing the page file size in Advanced System Settings, which tightened the fluctuations to within +/-5%. This kept the frame rate in a more stable 55fps - 62fps window. While this software tweak helped with the choppiness, the 4GB capacity is simply too low; once the colony grows, you'll hit a wall that no amount of quantification can fix. It is a hard physical limit. Last updated onDecember 15, 2025 7:23 PM.
Eyeballing jagged curves is a waste of time. I set up a controlled test on Windows 11 24H2 with every single background app killed and ran 3DMark. According to report MR-BNC-004, the CPU temp sat steady between 72℃ - 80℃. After exporting the data to CSV and running it through a quant tool, I found the bottleneck wasn't the CPU clock—it was memory latency. By tightening my RAM timings, I brought the latency down from 31ms to about 17ms, stabilizing my average FPS between 57fps - 62fps. One annoyance is that the software would occasionally hang for 5s - 7s during the final report export. It just goes to show that when you're using an entry-level board, the software's own stability becomes another variable you have to manage. Last updated onDecember 14, 2025 6:37 PM.
You have to look at the system level for this one. Checking 3DMark report VK-9070-B on Win11 24H2, GPU core temps were bouncing between 63℃ - 76℃. The 'sawtooth' pattern in the frame times was actually caused by Windows Update fighting for I/O resources in the background. Once I killed the update service in the services panel and ran three consecutive loop tests, the latency was clawed back from 31ms to 17ms. This brought the baseline framerate to a stable 58fps - 63fps with a visibly smoother curve. Trusting quantitative history over simple averages is a lifesaver here. Just keep in mind that these results are from a stripped-down environment; expect a 5% - 8% performance hit if you're running other apps in the background. Last updated onDecember 16, 2025 5:51 PM.
When your curves look like a heart attack, average FPS is a useless number. On Windows 11 24H2, I used 3DMark's detailed log export to crunch the numbers. With the CPU staying between 71℃ - 79℃, I realized the real culprit was actually instant peaks in memory latency. I spent some time in the BIOS micro-tuning the memory timings, which recovered 16ms - 30ms of latency and finally smoothed out those messy curves. A pro tip: you have to kill every single background app during this analysis, or the noise ruins the data. After three cycles, I locked in a stable frame rate of 56fps - 61fps. It didn't magically fix every single dip, but it proved I didn't need to waste money on a hardware upgrade. Seeing the hard data made the whole grinding process actually worth it. Last updated onDecember 15, 2025 4:33 PM.
I spent way too long obsessing over overclocking, but my 3DMark curves looked like a heart attack. I stopped chasing a single number and exported a full 10-minute log. On Win11 24H2, I saw full-load CPU temps oscillating between 73°C - 82°C and frame times jumping frantically from 18ms - 32ms. By comparing the 3DMark CPU score against GPU utilization, it became clear the bottleneck was memory latency, not clock speed. I went into BIOS $
ightarrow$ Memory Settings and forced the UCLK mode to 1:1 instead of Auto. This stabilized my baseline at 58fps - 63fps. That said, in base areas with too many Pal structures, I still get instant frame drops; that's just a memory leak in the game engine, and no amount of hardware tuning can totally kill that bug. Last updated onDecember 14, 2025 3:27 PM.