QUOTE(rutra80 @ Feb 23 2006, 08:53 PM)
1. If you ran the game with VSync on, your GPU wasn't rendering as fast as it can, but as fast as your screen's refresh rate is.
My game isn't hitting the Vsync barrier.
QUOTE(rutra80 @ Feb 23 2006, 08:53 PM)
2. You want to produce load on CPU, not GPU.
Yea, you try running a heavy 3D game and take a look at your CPU usage. Back to school.
QUOTE(rutra80 @ Feb 23 2006, 08:53 PM)
3. Producing load on IDE bus is a good idea, but they are fast enough to handle both HDD & CD drives at once.
You fail again, because with the HDD taxed with defragging, EAC is competing for I/O bandwidth on the HDD (and not the bus), since it has to dump its data to HDD since I'm not ripping to /dev/null.
QUOTE(rutra80 @ Feb 23 2006, 08:53 PM)
And there's still an issue of priorities - defrag could pause in favor of what EAC has to write onto HDD at the moment.
Yea, but it doesn't.
QUOTE(rutra80 @ Feb 23 2006, 08:53 PM)
4. 100% load isn't equal to 100% load - you want to give most of these 100% to the application which produces load, not EAC.
No, that is exactly what you
don't want to do. If you deny EAC processing or I/O time, you are forcing it to fail. This isn't the point of the test. The point of the test is to see if EAC fails during a normal usage scenario. Playing WoW is a very normal scenario. Running specially crafted stress tests at elevated priority is
not.
I'm done with this topic.