jonstamos posted:
If the stuttering only occurs for the first few seconds after warping or if it disappears after performing a 360° turn, what you are experiencing are pauses while your computer loads new texture information into the video card memory.
That's true, but textures need to be loaded regardless of the camera's position, so this explanation wouldn't account for the following fact:
Dethevn posted:
The weird thing is.. if I zoom up on my character right up to his head or go first person, the stuttering goes away...
In other words, the problem only occurs when the camera is located at a distance behind the toon's head.
Therefore the cause must be an action that the client performs only when the camera is in that position.
Which actions are unique to that camera position? I can think of only one. During a turn or pan, when the camera is positioned in this manner, the client checks on every frame to see whether the camera has collided with an object behind the toon. If a collision has occurred, the client automatically moves the camera forward and changes the viewpoint.
Therefore my guess would be that the stuttering is happening because either:
1. The collision-detection code is slowing the game enough to cause "beats" (temporal strobe/moire patterns) against the LCD's frame rate, or
2. The viewpoint-adjustment code is getting called unnecessarily on every frame and causing a bad interaction with the video driver that forces the driver to reload or recreate resources unnecessarily.
Based on that hunch, I'd look through the options in the AMD driver software for any settings that (1) introduce sync delays (e.g. vsync) or (2) that enable any sort of caching or buffering, and reverse those settings on a trial basis.
Just a guess.
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