Author Topic: Last post on stutter from me! - DX9 Vs DX11 differences explained!  (Read 56163 times)

Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #60 on: February 03, 2026, 07:40:08 PM »
Has any dx11 user been found to *not* experience that 10 min net spike, regardless of whether it's visually discernable while playing?

I didn't seem to hear much from AMD users when we were on the Nvidia subject last yr. This is the first time I'm hearing VR users see it. SO, it's kinda hard to tell when players don't speak up. Basically only 10-20% seem to follow bbs.
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Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #61 on: February 03, 2026, 07:58:45 PM »
Last thing I heard where the game was going was its conversion to Vulkan programming...

Would that have fixed this issue with dx11..

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Vulkan is a low-level, cross-platform graphics Application Programming Interface (API) that gives developers direct control over hardware for high-performance 3D graphics, compute, and video, allowing for better multi-core CPU/GPU utilization, reduced overhead, and consistent frame rates, making it ideal for modern games and applications needing efficiency across Windows, Linux, Android, and more, unlike older APIs like OpenGL.

As I remember AH only uses single core.

I've had a brief convo about Vulkan.

I think the movement to Vulkan would be a precursor to a 3D Engine update. Then you could really cranky up poly count, but some things may have to be rebuilt, depending. Like you may be able to up the poly on AC but terrain files may want to be updated, maybe a different terrain format. You could add things like con trails without major fps impact.

And yes it would obviously remove the DX11 issue, but with every change comes a new can of worms. It would still be in the right direction

Is it actually happening, HT has that privilege to say, I predict he won't. Projects get started and sometimes trashed, it would be dumb to say until it's actually happened. All HT has to do is mention one project and next thing ya know you have players posting 100 item lists and demand they all happen. I'd rather dip myself in acid.

I have seen zero movement

« Last Edit: February 03, 2026, 08:11:33 PM by Animl-AW »
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Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #62 on: February 04, 2026, 01:03:19 AM »
Just a thought

I think I remember HT did have to replace a component. Around the same era as Frontier connection. I just don’t recall what it was.
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Offline Vulcan

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #63 on: February 04, 2026, 02:39:37 AM »
Just a thought

I think I remember HT did have to replace a component. Around the same era as Frontier connection. I just don’t recall what it was.

He had been talking about Vulkan a while back.

Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #64 on: February 04, 2026, 07:42:30 AM »
He had been talking about Vulkan a while back.

I know, he asked me if I knew vulkan.
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Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #65 on: February 05, 2026, 10:37:57 PM »
Version 1 of the Analyzer is published on github (my first release!)

https://github.com/steelington/Aces-High-Network-Analyser/tree/main

If you want to give it a try, just follow the instructions, it requires python and wireshark to be installed in their default paths (ie, don't change the the install path)

For Python, make sure to choose "add python to my PATH when installing)

For wireshark, make sure to choose install npcap during the install

To capture :

Start Aces High either with DX9 or DX11 exe's

Alt tab out

Right click and "run as administrator" on the aces_analyzer_v3.py, or doubleclick the START_ANALYZER.vbs

Make sure to choose the right config to match your setup (DX11 in MA, DX9 in MA, DX11 in SEA2 etc etc)

(Image removed from quote.)

Follow instructions on github page, use README.html or README.txt for instructions

(Image removed from quote.)

You can let it run in the background, and game as normal, it'll stop automatically after 35 mins and create a graph for you which you can upload here

(Image removed from quote.)

Pretty cool thing ya put together Steely
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Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #66 on: February 07, 2026, 06:07:33 PM »
Just because client FE is triggering a timer, doesn’t mean its not on server end of it. I still think steely and Shane are on to something. I also think HT could provide input to what the MA server is doing and other arenas are not.

I’m convinced, so far, it’s on the server end. Nothing in Windows nor Nvidia is fixing it.

No one hold their breath



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Offline icepac

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #67 on: February 20, 2026, 07:36:15 AM »

It seems beyond the people asking for help can't show us their task manager.   

If you have 134 process going, and some are programs that poll over the internet, you will surely expect trouble.   

This is mine that allows me to run aces high with an old hd5770 on windows 7


Offline steely07

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #68 on: February 20, 2026, 03:34:48 PM »
read the first post again, we have a situation where the DX11 version of the game has a repeatable and reproducible 10 min stutter in the MA, but not in SEA2.

We also confirmed the DX9 version of the game has no stutter

It's a "HT's end" issue and shouldn't be hard to fix if we can get him to take a look, I'm disappointed to be honest, from what I know of Dale, he's something of a perfectionist, and to see nothing being done to fix something that is affecting every player in the MA that's using DX11 is pretty rough.
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Offline icepac

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #69 on: February 22, 2026, 04:01:19 AM »

I know of what you speak but it’s ridiculous to discount a ton of processes running. 

My experience is that dx9 freezes or discos while dx11 has the microfreeze issue.   

Online Dadtallica

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #70 on: February 22, 2026, 07:18:13 AM »
I get no stutter in dx9 but it freezes upon exiting the game from the menu every time.
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Offline steely07

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #71 on: February 22, 2026, 03:14:24 PM »
I know of what you speak but it’s ridiculous to discount a ton of processes running. 

My experience is that dx9 freezes or discos while dx11 has the microfreeze issue.   

You're right, no argument about the freezes from me, but consider this, my machine for example, when doing this testing, had the exact same processes running while testing DX9 in the MA (no stutter, no issues) as it did when testing DX11 in the MA (regular 10 min stutter), and when testing DX11 in SEA2 (no stutter, no issues), I did my testing over the course of several days, but the graphs and wireshark captures were all done on the same machine and with the same processes running the whole time.

Your point is valid, PC's do some weird stuff sometimes, but in terms of a reproducible error on a number of machines now (Shane, Animl, Vulcan, and others i'm sure I'm failing to mention!), I think we can say it's not something locally on our machines, it is a server end thing for sure
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Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #72 on: February 23, 2026, 11:07:20 AM »
I get the feeling logging in triggers something in the MA to check something every 10 min. Just imagination, like checking for cheats or VR status.

I wish maintenance was as important as locking threads that linger, causing damage before locked as if they weren’t locked at all. Yet the pathetic former player trolls run free. Suicide.

Troubleshooting the game errors seems fruitless. We’re not even good enough to converse with. Obstinance is mind blowing. You ask therefore you not get. I’m stretched very thin on anything bbs. Everything seems backwards. <shrug> if thats the impression set thats the impression taken.

At least helping with PCs gets results.

Call him and talk about it, zero is happening here.
« Last Edit: February 23, 2026, 11:12:25 AM by Animl-AW »
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Offline icepac

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #73 on: February 25, 2026, 10:44:08 AM »
I get no stutter in dx9 but it freezes upon exiting the game from the menu every time.

When exiting the game, I exit the arena, then log out, then go to main menu and hit cancel.   

It doesn’t hang on exit.

Offline Animl-AW

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Re: Last post on stutter from me! - DX9 Vs DX11 differences explained!
« Reply #74 on: February 25, 2026, 12:56:45 PM »
60% of the time, exiting DX9 I exit arena. As soon as I hit exit it freezes, mouse and all, seemingly while saving settings and/or calling online menu on exit. Ctrl, alt, del to bring up task manager, it seemingly pushes the dead window out of memory. It won’t go to online menu. Any changes in position of radio window reverts to default.

I also get terrain errors in text when mouse-over bases every once in a while.

The game itself plays fine.
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