final fix for dbxv2 stuttering
final fix for dbxv2 stuttering
there is key at registry editor called win 32 priority separation. this means In very simple terms the moment you edit your Win 32 Priority Separation value you are effectively changing the way your processor is scheduling tasks on a very base level below all of the layers. This is important because different values can optimize your system for background tasks or real-time applications depending on your needs. Since your processor can only spend a certain amount of time (quanta) processing tasks, using an incorrect value for your needs will lead to sub optimal performance.
Long vs Short
A short quantum for your value means the CPU allocates a short amount of time to applications. A long quantum gives applications the chance to hog the CPU for longer, implying there is less context switching.
Longer quantums are commonly used in server versions of Windows but can also lead to improved FPS performance in games and higher stability in audio applications. Shorter quantums should theoretically improve responsiveness since the data is refreshed faster and is more up-to-date for your foreground application (game).
Variable vs Fixed
A fixed quantum means that the time is divided equally between applications while a variable value will allow certain applications to hold the CPU for longer if needed. A variable quantum should then allow your game to run at better FPS (can gain more CPU time), while a fixed quantum should allow for better inputs since CPU time is distributed equally between your game and the processes that are responsible for your input devices.
Boosting Foreground Application or Not
The last category which is denoted with PsPrioSep 0/1/2 in Amit’s graph simply represents whether the CPU will prioritize the foreground application or not. There are 3 values here denoting the degree of prioritization: no foreground boost, medium foreground boost, and high foreground boost.
A no foreground boost value will distribute the time 1:1 between foreground and background processes, a medium boost will make the ratio 2:1 in favor of real-time applications (your game), and a high foreground boost value will make your CPU spend 3x more time on your foreground application compared to your background services.
To note: A foreground boost cannot be achieved while using a fixed length for the quantum but the value for PsPrioritySeparation does change meaning a 3:1 value should be different from a 1:1 fixed value. so the value that i use is hex 24 and it works smoothly with me. there are other values you can try it while game is running
2A Hex = Short, Fixed , High foreground boost.
29 Hex = Short, Fixed , Medium foreground boost.
28 Hex = Short, Fixed , No foreground boost.
26 Hex = Short, Variable , High foreground boost.
25 Hex = Short, Variable , Medium foreground boost.
24 Hex = Short, Variable , No foreground boost.
1A Hex = Long, Fixed, High foreground boost.
19 Hex = Long, Fixed, Medium foreground boost.
18 Hex = Long, Fixed, No foreground boost.
16 Hex = Long, Variable, High foreground boost.
15 Hex = Long, Variable, Medium foreground boost.
14 Hex = Long, Variable, No foreground boost.
Long vs Short
A short quantum for your value means the CPU allocates a short amount of time to applications. A long quantum gives applications the chance to hog the CPU for longer, implying there is less context switching.
Longer quantums are commonly used in server versions of Windows but can also lead to improved FPS performance in games and higher stability in audio applications. Shorter quantums should theoretically improve responsiveness since the data is refreshed faster and is more up-to-date for your foreground application (game).
Variable vs Fixed
A fixed quantum means that the time is divided equally between applications while a variable value will allow certain applications to hold the CPU for longer if needed. A variable quantum should then allow your game to run at better FPS (can gain more CPU time), while a fixed quantum should allow for better inputs since CPU time is distributed equally between your game and the processes that are responsible for your input devices.
Boosting Foreground Application or Not
The last category which is denoted with PsPrioSep 0/1/2 in Amit’s graph simply represents whether the CPU will prioritize the foreground application or not. There are 3 values here denoting the degree of prioritization: no foreground boost, medium foreground boost, and high foreground boost.
A no foreground boost value will distribute the time 1:1 between foreground and background processes, a medium boost will make the ratio 2:1 in favor of real-time applications (your game), and a high foreground boost value will make your CPU spend 3x more time on your foreground application compared to your background services.
To note: A foreground boost cannot be achieved while using a fixed length for the quantum but the value for PsPrioritySeparation does change meaning a 3:1 value should be different from a 1:1 fixed value. so the value that i use is hex 24 and it works smoothly with me. there are other values you can try it while game is running
2A Hex = Short, Fixed , High foreground boost.
29 Hex = Short, Fixed , Medium foreground boost.
28 Hex = Short, Fixed , No foreground boost.
26 Hex = Short, Variable , High foreground boost.
25 Hex = Short, Variable , Medium foreground boost.
24 Hex = Short, Variable , No foreground boost.
1A Hex = Long, Fixed, High foreground boost.
19 Hex = Long, Fixed, Medium foreground boost.
18 Hex = Long, Fixed, No foreground boost.
16 Hex = Long, Variable, High foreground boost.
15 Hex = Long, Variable, Medium foreground boost.
14 Hex = Long, Variable, No foreground boost.
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