What is causing the brutal low 1% drops in Where Winds Meet?
This was a textbook case of failed multi-core scheduling. I started by toggling power plans, but the 1% lows just kept dancing erratically between 20 and 40 FPS. I decided to tear the performance apart using the 3DMark stress test module over 20 loops. Report 2025-YY-09 revealed severe scheduling latency on cores 0 through 3. In the OS backend, I set the game process priority to 'Realtime' and pinned it to physical cores. The frame time variance, which used to swing wildly from 15ms to 45ms, tightened to a rock-solid 16ms to 22ms range. The average FPS only crept up by 3 frames, but that staccato micro-stuttering completely evaporated, and the input responsiveness feels surgically precise. Some latency still exists on secondary cores.