Posted May 01, 2023
It seems that there are a number of various posts on all sorts of forums about improving performance or whatever to fix lag/framerate stutters. None of them work. This is the actual fix.
TL;DR: Run OBS (you don't need to record, just have it running). Trust me, it works.
Other things help for some bits (like the single processor mode should not be the default, so you should absolutely change that - I think this helps with the frame drops when using a portal), but none are complete solutions. Disabling VSync helped, but didn't get rid of it for me (and in at least one older build, it also unlocked the physics rate, which meant ragdolls were instant and projectile weapons were functionally hitscan - this thankfully seems to have been fixed).
However, I happened to run it with OBS most recently and didn't notice any issues. I ran it without OBS and had the lag. If you want a video explanation, see this video by Pixelmusement (I'm not him, but I watch his content).
Yes, this does fix the issue. Yes, it's a core engine problem. It should be a relatively easy fix, though, for the devs. You just need to call timeBeginPeriod at the start of the program (and timeEndPeriod on shutdown).
For those of us without source code access, this is a global (system-wide) configuration. So as long as at least one app sets this appropriately, you're good. OBS does that. So the easiest thing to do for all of us is to just run OBS while playing the game. You do not need to record or do anything like that. You just need to have it running.
Hopefully this helps some people with this (annoying) issue. And maybe the devs can fix the engine.
TL;DR: Run OBS (you don't need to record, just have it running). Trust me, it works.
Other things help for some bits (like the single processor mode should not be the default, so you should absolutely change that - I think this helps with the frame drops when using a portal), but none are complete solutions. Disabling VSync helped, but didn't get rid of it for me (and in at least one older build, it also unlocked the physics rate, which meant ragdolls were instant and projectile weapons were functionally hitscan - this thankfully seems to have been fixed).
However, I happened to run it with OBS most recently and didn't notice any issues. I ran it without OBS and had the lag. If you want a video explanation, see this video by Pixelmusement (I'm not him, but I watch his content).
Yes, this does fix the issue. Yes, it's a core engine problem. It should be a relatively easy fix, though, for the devs. You just need to call timeBeginPeriod at the start of the program (and timeEndPeriod on shutdown).
For those of us without source code access, this is a global (system-wide) configuration. So as long as at least one app sets this appropriately, you're good. OBS does that. So the easiest thing to do for all of us is to just run OBS while playing the game. You do not need to record or do anything like that. You just need to have it running.
Hopefully this helps some people with this (annoying) issue. And maybe the devs can fix the engine.
Post edited May 01, 2023 by Singular8ty