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Thread: Latest DirectX9 update causing brief but frequent audio stutters in HL2 -

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    Latest DirectX9 update causing brief but frequent audio stutters in HL2 -

    I've read countless pages on various forms of the 'stutter bug' in HL2, but I've never been effected by it until now.

    In the time I noticed this (in the last few weeks), I'd not changed anything on my machine, except for a point-update for DirectX9c that I was forced to update when installing my latest game, GTLegends. GTLegends exhibits a few audio odditys (stumbling during level etc), but I can live with it, as it's clean during play.

    BUT something has completely borked HL2. I get what I presume are the classic and well documented symptoms of brief framerate lags and half second long audio hiccups, but NOT necessarily during autoload/save points etc.

    I've validated Steam files, run perfmon to check pagefile/ram/disk usage, uninstalled/reinstalled GTLegends, reinstalled 'known good' graphics card drivers (and updated to the latest), defragged to hell and back, and still nothing cures HL2 (or the other games little hiccups for that matter). The only thing I can't try is a roll-back of DirectX.


    Anyone got any ideas? Really appreciated, thanks,
    S.
    Last edited by BlueMagician; 26-12-2005 at 05:25 PM.

  2. #2
    Barely posting since 2006 bertie's Avatar
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    Have you checked the remedies for the classic stuttering problem?
    And are you sure it isn't the HL2 update that gave 64bit support as people have been reporting bugs with this even on 32bit OS's
    I'd recommend checking the www.steampowered.com forums and also for fixes to the classic stuttering bug

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    Did a little more digging as Bertie suggested, and it seems that (thankfully) it's nowt to do with my installation, system, or otherwise - it is in fact a b0rked update released back in September that has made the original bug resurface. Even for people like myself, who had no problems with it before.

    On the upside, there is a 'fix' which involves increasing the SourceEngine heapsize, and pre-caching all of a levels sound files, to prevent it from loading assets dynamically mid-level. Great, it worked for me, but how have they managed to break it again..


    Thanks for the tip-off B,
    S.

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    Beard hat ftw! steve threlfall's Avatar
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    I had the problem but changoing the ammount of virtual mem xp uses solved it for me

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