From 35e61841f81515e300a0673e7a33a4c9078b6fee Mon Sep 17 00:00:00 2001 From: Hyper <34012267+hyperbx@users.noreply.github.com> Date: Wed, 26 Feb 2025 21:44:51 +0000 Subject: [PATCH] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 86e113d6..9b2fd99d 100644 --- a/README.md +++ b/README.md @@ -236,7 +236,7 @@ While Unleashed Recompiled does its best effort on fixing any hitches and stutte Even if the recompilation process introduces a small overhead, the game does not perform some tasks in an asynchronous way. These stutters exist on original hardware, but are much more noticeable when targeting higher frame rates. -Most of the known stutters are related to the game loading in layers of new objects at certain points in stages, spawning in particle systems or playing multiple sound effects: these can produce pauses that can last almost 10 milliseconds even on powerful hardware. These hitches are much easier to notice when targeting frame rates such as 120 FPS, where one frame only lasts around 8 milliseconds. +Most of the known stutters are related to the game loading in layers of new objects at certain points in stages, spawning in particle systems or playing multiple sound effects. These operations can produce pauses that can last almost 10 milliseconds, even on powerful hardware. These hitches are much easier to notice when targeting frame rates such as 120 FPS, where one frame only lasts around 8 milliseconds. These problems are not possible to mitigate without further research into how the game works and will remain a goal for future updates to fix if possible. However, [as mentioned in the FAQ](#how-can-i-improve-performance), it's been found that these stutters can be significantly mitigated by playing on Linux, possibly due to the amount of synchronization primitives used by the game when these operations are performed.