donluca4 wrote on 2025-05-24, 09:21:
This is something I've noticed myself as well: all the games I play peg the CPU no matter what, which is really annoying.
I wonder if it's because they have unlocked framerate so they try to run as fast as possible even if they're limited to by an internal timer.
I believe the absence of a framerate limiting mechanism might at least partially explain it, at least in some cases.
But whatever it is, if we look at it from an even more general point of view, AFAIU, if software is not explicitly designed to constrain itself, it can and will use as much CPU cycles as it can (or as much as the OS will let it). Again, AFAIU, this was never really that problematic in the pre-multitasking and pre-multithreading era, so probably it was not a major design consideration. This has, of course, been seen differently in more recent years, because of the awareness of multithreading/multitasking, power efficiency/management and ever increasing CPU clocks potentially causing code to break.
I also think this is the reason why games stutter when playing Audio CD from a CD image mounted into Daemon's Tools.
If you mean that the sound stutters, I can only guess at what could cause that without more details, but I would think that that a multitasking and multithreaded OS should and would try to constrain resource hogs from causing something like that issue. One possibly useful datapoint one this would be to play an audio CD image outside of a game, then apply variable synthetic loads of some kind on the CPU and see when/if audio starts breaking.
If you mean that the game itself stutters, when playing back an audio CD image, comparing behavior with CD audio playback disabled in-game (if game allows it) and/or with an actual physical audio CD might useful datapoints.
Really need to open a dedicated thread for that because it's an issue that really bugs me and want to see squashed.
From a functional point of view, if software breaks due to running on too fast a CPU (speed sensitivity), IMHO, either downclocking or otherwise slowing the CPU (several methods exist for this), patching the software or possibly using OS level process scheduling manipulations (if applicable or even possible) are potential options. Forcing a locked framerate (internally or externally) in games might also work for games under Windows, depending on the game
If the concern is more about oddly high CPU load (i.e. the game runs maxed out on a 200 MHz CPU but still loads a 1400 MHz one, for example), regardless of something breaking or not with a faster CPU, outside of process scheduling manipulations in the OS (AFAICR, some software may not like that) or framerate locking, I don't see many things to try other than perhaps running in an emulator instead.
Please feel free to correct any misconceptions or logical flaws in the above.