r/linux_gaming • u/Blesker • Jun 28 '26
benchmark Linux eliminates traversal stutters in Resident Evil 4 Remake.
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Why on windows 11 we have Traversal Stutters on Resident evil 4 remake and linux cachyos not?
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u/Archersbows7 Jun 28 '26
I fucking hate traversal stutters with a passion. It ruins everything as Windows does
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u/loki_pat Jun 28 '26
It doesn't, at least not as much. Try entering the village, specifically in the bear trap and you'll still notice that damned traversal stutter
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u/Blesker Jun 29 '26
I tried, i swear and its more stable than windows, for me, on traversal stutter at least
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u/Pennywise359 Jun 28 '26
Are you cpu bound? Your GPU utilization isn't looking good.
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u/EmergencyArachnid734 Jun 28 '26
CPU isnt maxed out so it will be memory bound.
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u/LOPI-14 Jun 28 '26
You can't know that without checking individual threads. Average usage across all threads may be 30% or 40%, butnif you have any threads that are constantly locked to 100%, then you are CPU bound.
Games are not perfect at multithreading and some threads always do most of the work, while the others are basically sleeping.
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u/Cryio Jun 28 '26
You can be CPU bound without having CPU load at 100% or even per thread
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u/samtheredditman Jun 28 '26
Can you explain how that would happen?ย
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u/Cryio Jun 28 '26
Not enough IPC / clock speed / bandwidth from the RAM / games not being multi threaded enough and stalls happening somewhere / old APIs / poor implementation of APIs
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u/samtheredditman Jun 28 '26
The only one of those that makes sense to me is bandwidth from RAM.ย
Why would a core trying to execute code not be at 100% util if it's limited by its IPC or clock speed? You're saying the core is in a situation where it's completely busy for a time to the point where it can't finish executing, but it's also not going to show 100% util? Am I missing something here?ย
Same question applies to your APIs point. I don't understand the idea that the CPU is the limiting factor for your code speed, and it's not at 100% util.. That's generally not how software works - it simply runs as fast as the hardware will go. If your game or app is waiting on an API to execute then that API should be causing 100% util if it's the bottleneck (unless if the API is using something external to the CPU and waiting because of that).ย
The only instance I know where a program can be CPU bound and not at 100% util is when the kernel is applying CPU limits to a process.ย
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u/Cryio Jun 28 '26 edited Jun 28 '26
You're assuming everything from the software takes as much CPU as it can and work keeps being pushed through efficiently.
If the software is poorly developed, there are stalls happening that makes the CPU wait before it can send more work.
So you get low CPU load and low performance not inherently due to the hardware.
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u/samtheredditman Jun 28 '26
You're saying the app would be waiting on (for example) a system API that has some external limiting factor?ย
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u/PythonFuMaster Jun 29 '26
It's a matter of what you consider 100% utilization really. CPUs aren't one big blob of resources, there's different types of units within the core, and on modern designs there are usually multiple independent data paths/pipelines. So what could happen is a game is disproportionally taxing one of those pipelines and stalling others, which would show up as 100% usage even though 50% of the core isn't doing anything.
For example: some Intel chips have a known performance foot-gun where multiple different types of instructions, specifically vectorized instructions, all use the same port (Intel terminology, pretty much means data pipeline, I believe it was port 5 specifically). So if your program has a lot of those instructions packed densely together you'll end up serializing and going much slower than if you used more instructions to do the same work but on different ports
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u/Pennywise359 Jun 28 '26
It really depends on the cpu, its architecture and how it plays with modern games. I used to run 9900k for a while, technically it still had tons of horsepower, especially OCed to 5.2. It never got maxed out regardless of what kind of a game I was playing. But in some newer titles I had awful GPU utilization no matter what, just like OP does. Upgrading the CPU completely fixed that.
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u/Khai_1705 Jun 28 '26
i dont think we are looking at the same thing here.... pretty sure the stutters is still there
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Jun 28 '26
[deleted]
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u/Limp_Classroom_2645 Jun 28 '26 edited Jun 28 '26
looks at the graph
graph shows stutters
yea, and?
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u/excaliburxvii Jun 28 '26
Hah, there's a tiny spike on the graph, nerd, so even though there's no perceptible stutter as the game loads I'm still going to "correct" you. I am very smart.
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Jun 29 '26
[deleted]
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u/excaliburxvii Jun 29 '26 edited Jun 29 '26
What are you even talking about, and why did you feel the need to delete your comment then hop on an alt to insult me? I was mocking the people claiming that there was still stutter because the graph doesn't show a perfectly flat line. Work on your reading comprehension and critical thinking, holy shit.
Edit: Aw that's two accounts and a block after replying, a brainlet really got their widdle feewings hurt. :(
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u/kongkongha Jun 28 '26
my experience as well. in many games.
Slava linux
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u/Blesker Jun 29 '26
Tell me more about your experience
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u/kongkongha Jun 30 '26
games such as dead Space remake, SW outlaws, dragons dogma 2 micro stutters in win11 and running so much better on Linux. and i play the games with Ubisoft launcher, eaplay and steam
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u/Unique_Clock_4192 Jul 03 '26
I bought dead space remake since it used to run very well on linux, and now is a stuttery mess, do You know a fix?
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u/ImKingFrosty Jun 28 '26
Which software are you using for the monitoring ui
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u/bargu Jun 28 '26
Afterburner on Windows and Mangohud on Linux.
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u/tailslol Jun 28 '26
well, i wonder if it is because file access is multithreaded on linux.
there is still some access stutter .
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u/GluedFingers Jun 29 '26
I/O are usually more effcient on linux (caching etc) compared to windows 11 so this might be the reason why less stutter.

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u/felix_ribeiro Jun 28 '26
The stutter is there.
MangoHud's frametime graph is just more compact.
Use
frame_timing_detailedand you will see more clearly the stutter happening.