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C0: The core is actively processing data.
C1: A shallow sleep state where the core is on standby, consuming less power but still ready to process with minimal latency.
C6: A deep sleep state where the core drastically reduces power usage, allowing other cores to boost higher due to lower power draw, but with increased latency to wake up.
The issue I see in Starship Troopers: Terran Command is that all cores frequently bounce between C6 and active states (C0), even during gameplay. This doesn't happen in other CPU-intensive games, where cores typically stay active (C0) or only enter C6 if fewer threads are needed.
In theory, if a game efficiently uses a specific number of cores (e.g., six cores), the other cores can go into C6 to save power and allow better performance for the active ones. However, in this game, it feels like the engine or Windows scheduler constantly shifts the workload across all cores. This causes unnecessary transitions, putting cores to sleep and waking them repeatedly, which adds latency and worsens performance over time.
I've tried disabling C-states, but it didn’t help. My BIOS (Crosshair VIII Dark Hero) is updated and set to default, but the issue persists. Interestingly, applying a TPU 2 all-core overclock improved performance somewhat, but the degradation still occurs after some time.
It seems like the game has poor thread optimization or Windows struggles with scheduling for it. If anyone has suggestions or has found a fix, let me know!
My only theory is that they have one programmer over there, and he's a part timer, because he's either under-skilled or over-worked or both, but I should not have to be dealing with a game that looks like it's from 15 years ago utilizing so much of my graphics card's capabilities that it's turning my laptop into an oven and I can only play it in winter and outside to keep the machine cool. This level of graphical fidelity should not require either this amount of memory or put nearly as much strain on any rig as much as it does. This game looks like it came out in 2012 at the latest.
Learn to scale level of detail so it doesn't render everything in highest level of detail when the camera's fully zoomed out so you're wasting memory on detail that can't be seen. Learn to program your auto-save feature so it doesn't generate 10 bazillion auto-saves instead of just sticking to two or three slots that overwrite each other so I don't have to spend 10 minutes clearing out the needless number of auto-save bloat. Learn to make UI that doesn't have so many overlapping HUD elements or force a confirmation message pulling my cursor to the center of the screen every time I want to dismantle a turret.
Like bro, I can go play any number of the Total War games right now and they'll draw WAAAAAAAAY more units on screen at once in much higher levels of detail with far more complex animation systems while running far more interesting group AI in the background and adding lots of bells and whistles on top of it all and it will run smoother and require less memory allocation than this game does.
VERY low tier programming efficiency or capability demonstrated.
Same here, and it's particularly annoying in Territory mode, as you can't save the game to reload it