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My apologies, didnt mean to give any cause for arguement.
In trying to understand the request for CPU utilization, I was taking this as the purpose for the inquiry.
I have had various issues with loading screens at various times. I assumed that this was as situation where the 'pipeline' of data has been interrupted, and takes some time for the systems to reestablish. This in itself could cause CPU utilization to stutter as its on hold waiting for incoming data/responses. In some cases the 'pipeline' gets completely broken causing us to exit/relog the game when 'stuck' at the loading screen. The reason I made this conclusion is that it is not consistent. Application born issues of this kind usually in my experience repeat themselves each and every time the process is performed, not intermittently as it seems the issues with loading screens tends to be. A set of instructions in software code tend to repeat themselves each and everytime the procedure/set of instuctions is called, and perform the same functions each and every time they are called. The factor that is not under control of the application/code is the pipeline, ie connection to the data being served back and forth. Although the applications code itself has no actual control over this factor, it can be better written to handle such problems trying to smooth them out when they do occur, or at least trap the error and notify the end user as to what has happened (instead of leaving us in the loading screen forever).
I would have to say that if there is any flaw in the coding of the game, it is in its error trapping/handling often stuck in a loop that leaves us frustrated, and looking for CTRL-ALT-DEL.
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