Author Topic: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)  (Read 23187 times)

Offline Animl-AW

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #45 on: January 26, 2026, 04:34:55 PM »
Hiya Steely

I will try this again. We tried this last year and Shane brought it up and yes there is/was a spike every 10 min.

My, and I think others too, stutters happened prior to the connection update. since it was a change people automatically steered towards new network issues and it became somewhat of a fad to do. Yet no one could verify it.

I know you ran a error reporting log, if I remember right. While there were red flags we still could not confirm.

I don't think using in-game networking window is an accurate confirmation. And as HT stated also, a video freeze could also freeze that network window graphic. Everything seems to lock up, and that may too. Maybe a false-positive kind thing.  I am thinking the spike you see is the catching up packets that were stalled. It's hard to confirm any of this. Are we looking at true network flow or a network window freeze too. Remember, that window is graphics.

I think a better way MIGHT be to use a 3rd party network reading to separate the 2 concepts.

In no way am I saying anyone is wrong about anything. I'd love to be wrong because that means someone is right and that's what we need. I'm open to anything. We've zig-zagged all over the place on this the last 1-2 yrs.

HT stated this started when the AH DX11 version was first put out, but since then so have Windows updates. HT suspected Nvidia. But Nvidia would have a direct connection to DX11 too.

That said, I've gone through extensive connection tweaking and testing with zero change. I also tackled every thing I could think of trying with Nvidia settings. Only a slight change of length of freeze to .225ms, (1/4 sec) But they were still like repeating clock work.

What I am reading in Dad's data on DX11 presentation stuff is what I was reading before I quit looking. Hence my former DX9 vs DX11 page. SO I was close, but didn't cross the Rubicon. His finding pushed me deeper.

The biggest change I saw was the time element removed using just 2 of the settings, but the single freeze I got the clip board was open and it was again a very short .225ms.
I still have some testing to do with variations of settings. But so far I have seen improvement.

There is one nvidia and one windows setting I'm using right now, the one on hold is a Windows setting. I'm not mentioning them to avoid the convo turning into spaghetti.

If something backfires I'll check back into the network thing, but I have doubts.

Thanks for bring it forward. All efforts help.



« Last Edit: January 26, 2026, 04:43:30 PM by Animl-AW »
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Offline steely07

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #46 on: January 26, 2026, 05:06:34 PM »
Vulcan, you're right that the game wasn't stutter free previously, however from what I recall, those things were blamed on sound packs/issues, skins loading etc, I don't think we had a predictable 10 min timer before the ISP change.

I'm in Australia, and I'm only 9 hops to the game servers, and it seems to be a pretty direct route (see screenshot)

My previous theory was based on process monitor logging this :

Time of day 1:31:12.1592613 PM 
Process name aceshigh11.exe 
PID 5464 
Operation NotifyChangeDirectory 
Path C:\Windows\System32\drivers\etc 
Result CANCELLED 
Detail Filter: FILE_NOTIFY_CHANGE_FILE_NAME, FILE_NOTIFY_CHANGE_DIR_NAME, FILE_NOTIFY_CHANGE_ATTRIBUTES, FILE_NOTIFY_CHANGE_SIZE, FILE_NOTIFY_CHANGE_LAST_WRITE, FILE_NOTIFY_CHANGE_SECURITY 
Process start 1/08/2024 1:30:37 PM 
Duration 601.3205644 (seconds)

And I've discovered this is because of the Chromium Embedded Framework (libcef.dll in your aces install directory), this has to do with HT adding video tutorials to the clipboard, the framework allow this to happen.

I have patched that dll to nop out (remove) the calls that were being made, and now using process monitor, with the same filter, process aceshigh11.exe and path like etc, that is no longer happening on my machine because of the edited DLL, I actually thought I might have solved the issue when I saw that, but it still occurs with the same consistency.

Currently working with wireshark to delve more into it, but I can see already a number of TCP errors at time of stutter (see second screenshot), all this to say, I'm not just guessing here, trying to base it on data that anyone can replicate to help all of us!

PS : Vulkan, will you please spare me 10 mins and watch your net status for the spike, if you're not seeing it, and others don't, I'll blame my machine/isp etc and go away quietly :)
<S>
« Last Edit: January 26, 2026, 05:13:09 PM by steely07 »
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Offline Animl-AW

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #47 on: January 26, 2026, 05:30:52 PM »
Vulcan, you're right that the game wasn't stutter free previously, however from what I recall, those things were blamed on sound packs/issues, skins loading etc, I don't think we had a predictable 10 min timer before the ISP change.

I'm in Australia, and I'm only 9 hops to the game servers, and it seems to be a pretty direct route (see screenshot)

My previous theory was based on process monitor logging this :

Time of day 1:31:12.1592613 PM 
Process name aceshigh11.exe 
PID 5464 
Operation NotifyChangeDirectory 
Path C:\Windows\System32\drivers\etc 
Result CANCELLED 
Detail Filter: FILE_NOTIFY_CHANGE_FILE_NAME, FILE_NOTIFY_CHANGE_DIR_NAME, FILE_NOTIFY_CHANGE_ATTRIBUTES, FILE_NOTIFY_CHANGE_SIZE, FILE_NOTIFY_CHANGE_LAST_WRITE, FILE_NOTIFY_CHANGE_SECURITY 
Process start 1/08/2024 1:30:37 PM 
Duration 601.3205644 (seconds)

And I've discovered this is because of the Chromium Embedded Framework (libcef.dll in your aces install directory), this has to do with HT adding video tutorials to the clipboard, the framework allow this to happen.

I have patched that dll to nop out (remove) the calls that were being made, and now using process monitor, with the same filter, process aceshigh11.exe and path like etc, that is no longer happening on my machine because of the edited DLL, I actually thought I might have solved the issue when I saw that, but it still occurs with the same consistency.

Currently working with wireshark to delve more into it, but I can see already a number of TCP errors at time of stutter (see second screenshot), all this to say, I'm not just guessing here, trying to base it on data that anyone can replicate to help all of us!

PS : Vulkan, will you please spare me 10 mins and watch your net status for the spike, if you're not seeing it, and others don't, I'll blame my machine/isp etc and go away quietly :)
<S>

Both to several things can be true at the same time. There can defiantly be 2-3 different types of stutters happening. As talked about the clipboard seems to simply trigger the root cause.

What I want to see is what the entire OS does when these stutters happen. So I'm going to have to dig into performance graphs.
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Offline Dadtallica

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #48 on: January 26, 2026, 06:18:44 PM »
There is a lot of information I haven’t posted at least twice as much as what I have or more, but my research did cover this period of time and what was happening on the local client side. It didn’t seem to be too much of a concern for the stuttering. If anything what was done at that time should have helped reduce the occurrences of stutterers.

The “2G upgrade” was almost certainly a bandwidth increase on the server’s upstream connection, which improves network throughput but has no impact on the DX11 rendering stutter you experienced.

I also am not entirely sure what the “upgrade” was but that is a likely answer.
« Last Edit: January 26, 2026, 06:20:29 PM by Dadtallica »
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Offline Vulcan

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #49 on: January 26, 2026, 10:13:57 PM »
Currently working with wireshark to delve more into it, but I can see already a number of TCP errors at time of stutter (see second screenshot), all this to say, I'm not just guessing here, trying to base it on data that anyone can replicate to help all of us!

tcp errors are normal, and unless you can describe what the errors are it's not very helpful. Besides AH3 gameplay should be happening over UDP (not TCP).

I will check my net graph when I'm on yet. But I never have any stutters/lag outs.

Offline Animl-AW

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #50 on: January 27, 2026, 09:54:13 AM »
Ahain last night I only noticed a single very fast stutter. So fast if you weren’t paying attension you’d muss it. Not enough to pork a shot
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Offline Dadtallica

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #51 on: January 27, 2026, 01:04:38 PM »
Also had one small stutter last night too. It was in haven’t traffic air and ground, I was diving on an M3 with all kinds of stuff around me and the overlays open. I can’t kick the habit of keeping that map open lol.

It was brief and I’m fine with it. Without client side work they will never go say but I am happy to keep reducing them!
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Offline steely07

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #52 on: January 27, 2026, 04:09:43 PM »
OK, here's my final theory, and I'm not wanting to start an argument, I've worked as a sysadmin for 20 plus years, and one thing I've learned about troubleshooting, is that a replicated issue is one that can be fixed, whereas one that is only happening to one system will usually be an issue with the system, which is why I implore folks to do the 10 min test I've suggested, you don't have to sit in the tower, as long as you're looking at net status when the 10 min mark is approaching

Firstly, Vulcan, AH traffic is 99% TCP according to wireshark, see screenshot, it only switches to UDP when your connection drops too many TCP packets as far as I know.

Drilling further into the wireshark data, I see a pattern where i'm receiving empty data packets every 16 seconds (second screenshot. note len=0 at the end of the line), this led me to beleive that there is an F5 load balancer involved, possibly since the upgrade of HT's internet infra, the 16 sec interval is what you see  if the load balancer is set up with default monitoring of inbound traffic (https://my.f5.com/manage/s/article/K11359)

"Interval/timeout ratio
You must configure an appropriate interval/timeout ratio for simple monitors. In most cases, the timeout value should be equal to three times the interval value, plus one. For example, the default ratio is 5/16 (three times 5 plus one equals 16). Verify that the ratio is properly defined."

HT, you don't have to confirm anything here, but if there is indeed a F5 load balancer involved, the default monitoring can be adjusted to fix the issue, I have links if needed
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Offline Vulcan

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #53 on: January 27, 2026, 04:38:53 PM »
Firstly, Vulcan, AH traffic is 99% TCP according to wireshark, see screenshot, it only switches to UDP when your connection drops too many TCP packets as far as I know.

And you would be completely wrong. AH gaming traffic is predominantly UDP, and if there are too many errors it switches to TCP. But that usually predicates a disco as if you are having UDP issues then you are very likely to have TCP issues as well.

In fact the AH UDP traffic is a beautiful thing to behold. A lot of people don't like the way the game works when it comes to collisions, but HTC has done a phenomenal job with their network code.

For the record I work in cyber security as a job, with a background in network. I've worked in the trade for about 30 or so years. Including a stint for large US network security vendor.

I don't think HTC use a load balancer on their gaming servers, there's no real need. Skuzzy did give me a tour of their network rack a few years back and I only remember seeing Cisco switches and routers (maybe a PIX or ASA in there as well).

Offline Animl-AW

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #54 on: January 27, 2026, 05:41:21 PM »
Almost anything is worth testing, i’m just a one test at s time guy. I’ll revisit if.

However, I no longer get the 10 min stutter. It could be streamlining it might just eases another issue.

Just remember, many games have this issue and not everyone has this connection.

I take you seriously
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Offline Dadtallica

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #55 on: January 27, 2026, 07:26:25 PM »
OK, here's my final theory,

I don’t know much about any of all that but I ran it through research. While that may be an issue for you and others, it’s not the DX11 stutter in question. After one full week I so far have either eliminated or seriously reduced. Here is what the AI added

steely07, this is a thoughtful analysis and I appreciate the time you put into instrumenting traffic rather than speculating.

A few points where I think our conclusions diverge, and why I don’t think the network hypothesis explains the DX11 microstutter behavior being discussed here:
   •   I fully agree with your general troubleshooting principle: reproducible, multi-system issues usually point away from single-machine faults. In this case, however, the DX11 stutter is replicated across many systems, OS versions, and GPUs over the past two years, while DX9 remains smooth on the same machines. That consistency across hardware but divergence across rendering APIs strongly suggests a client-side timing issue rather than a transport-layer problem.
   •   The observed 16-second empty TCP packets you’re seeing are very plausibly keepalive or health-check behavior, whether from an F5, intermediate appliance, or server-side session maintenance. Even if those packets originate from a load balancer, they would not explain sub-second render stalls tied to specific in-game actions (UI overlay stacking, firing events, icon density) that occur asynchronously and far more frequently than a 16-second cadence.
   •   Critically, the stutters I and others experience occur with no corresponding network anomalies, no packet loss, no retransmit spikes, and no correlation to server tick or arena population changes. They do correlate extremely tightly with DX11-only presentation events and disappear entirely when switching to DX9 on the same server, same connection, same session.
   •   If the network were the trigger, we would expect to see identical stutter behavior in DX9, or at least some degradation during packet events. That simply doesn’t happen. DX9 remains frame-stable even during heavy combat, UI use, and identical network conditions.
   •   From a systems perspective, a TCP keepalive or load-balancer probe would manifest as latency variance, rubber-banding, or entity desync — not a frozen render thread with continued simulation. What we’re seeing instead matches a classic CPU→GPU synchronization stall in the DX11 present path.

That said, your findings are still valuable. If HT did change upstream infrastructure (load balancing, monitoring intervals, session handling), it’s worth documenting — especially for diagnosing network jitter, disconnects, or rare warping issues. I just don’t think it’s the causal mechanism behind DX11 microstutters, given the API-specific behavior and the elimination of stutters through client-side presentation fixes.

If you’re open to it, one interesting cross-check would be: do you see those 16-second packets while running DX9, and if so, does DX9 ever hitch at the same interval? If not, that would further support the separation between network behavior and DX11 frame pacing.

Again, appreciate the disciplined approach — I just think the evidence points to two different layers of the stack being discussed here.

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Offline Dadtallica

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #56 on: January 27, 2026, 07:28:03 PM »
Since it has been buried I am bumping up the latest settings tweak that may help reduce stutter for some machines.


Before I post the video mentioned above, I wanted to include the new adjustments that were made with a generic settings group to try for similar systems to mine based on updated research and back and forth tweaks from the V1 fix. (Check original post for my system) I will post the full research results in the next posts. Listed below are the new settings for me and other similar systems to try for reduced stutters.

The only deviation I amde was leaving my texture size at 4096

Night Eight Stutter Debate! The video I attached here is mostly described in the post above. In my view, I had a smooth run and the IL2 had a a connection hiccup. You tell me what the video says, the IL2 interaction is at the tail end.

Here is the generic fix for similar NVIDIA systems:

v1r2 – Generic DX11 Stutter-Mitigation Settings

Target: Aces High III–class DX11 flight sims
Applies to: Windows 10 / Windows 11, Nvidia RTX-era GPUs, mid–high CPU systems
Goal: Eliminate intermittent 1–2s microstutters tied to UI, firing events, or entity updates

Observed Behavior (Context)

Across multiple systems and titles, intermittent stutters appear only in DX11 and are not tied to sustained GPU, CPU, RAM, or disk saturation. They correlate with:

Weapon firing / hit registration

UI overlays (map, chat, icons)

Proximity to multiple entities (friendly/enemy)

Short, single-frame or multi-frame stalls rather than FPS decay

This pattern has been observed broadly since late Windows 10 and continues in Windows 11, suggesting OS-level scheduling and frame queuing changes, not hardware failure.

Windows Settings

Game Mode: ON
Prioritizes the foreground process and stabilizes CPU scheduling for games.

Hardware-Accelerated GPU Scheduling (HAGS): OFF
HAGS introduces a different GPU queue path that can cause short stalls in older DX11 engines during sync-heavy moments.

Xbox Game Bar / Background Capture: OFF
Prevents UI and video hooks from injecting capture calls during gameplay.

Power Plan: High Performance
Prevents core parking and frequency downshifts that can amplify brief stalls.

Core Isolation / Memory Integrity: OFF (optional, security tradeoff)
This feature can add measurable interrupt and memory fencing overhead in latency-sensitive DX11 workloads.

Windows Defender:
Default is fine; ensure real-time scanning exclusions for the game directory to avoid file or shader cache interception.

NVIDIA Control Panel (Per-Application)

Low Latency Mode: OFF
Despite its name, Low Latency can increase stutters in CPU-bound DX11 engines by disrupting frame queue stability during burst events.

Power Management Mode: Prefer Maximum Performance
Prevents transient clock drops that coincide with UI or weapon events.

Vertical Sync: OFF
Use an in-game limiter or external frame cap instead; driver-level VSync adds queue complexity.

Shader Cache Size: Unlimited
Prevents eviction/rebuild cycles that can cause single-frame stalls.

Texture Filtering – Quality: High Performance
Reduces driver-side texture sampling overhead.

Image Sharpening / NIS: OFF
Post-process injection can interact poorly with DX11 swap chains in older engines.

In-Game Settings

Renderer: DX11 only

Frame Rate Cap: Slightly below monitor refresh (e.g., 58–59 on a 60Hz display)

Texture Resolution:

2048: Safest for absolute stability

4096: Acceptable if VRAM headroom exists
No meaningful visual loss at combat distances; reduces streaming pressure.

Overlays:
Minimize map/chat overlays during heavy combat when possible.

Why This Works

Modern Windows updates changed how CPU threads, GPU queues, and presentation timing interact. Older DX11 engines assume predictable frame queuing, not aggressive latency reduction or background injection.
This configuration restores deterministic pacing, trading imperceptible latency gains for stability.
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Offline Animl-AW

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #57 on: January 27, 2026, 08:17:50 PM »
So far zero stutters as of today.
Game runs beautifully smooth.
Right now it seems 3 settings got some positive response (*)

Windows
 - Did not use yet, Disable Hardware-Accelerated GPU Scheduling

Game Mode: enabled (unchanged/not new)
Had stutters before new settings

* Disable Optimizations for Windowed Games (New setting)
(1/24/26)
So far, No 10 min stutters, still had single random stutter

Nvidia
* Low Latency Mode: Off (New setting)
(1/24/26)
So far, No 10 min stutters, still had single random stutter

V-Sync: Fast (unchanged/not new)
Had stutters before new settings

* Max Frame rate: 165, (Monitor refresh rate: 165, matched) (New setting)
(1/27/26)
So far, random single stutter gone, even with CB open. ALTHOUGH it hasn't really been tested long enough.

If I do see it again I'll add in Disable Hardware-Accelerated GPU Scheduling, If I see it after that I'm going after Steely's test because single random stutter may be due to something else.
« Last Edit: January 27, 2026, 09:22:49 PM by Animl-AW »
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Offline Animl-AW

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #58 on: January 27, 2026, 09:25:20 PM »
Dad, we have almost identical windows and nvidia settings.
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Offline The Fugitive

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Re: DX11 Micro Stutter Fix!!! (For Me Anyway... So Far)
« Reply #59 on: January 27, 2026, 10:25:03 PM »
Well I added the settings and got 2 freezes tonight and I dont normally get freezes. Also It didnt do anything to help my film viewer issues.. Going to try Animls tweaks next.