Originally Posted by
scaryjim
Odd that Queelis: the only thing I can think is that either: CS:S tries to lock itself to a core and picked one that was bound to the folding client, or that CS:S relies on timely communication between threads and that having 3 cores heavily loaded and one idle was somehow messing that up. I know some older games have problems with thread timing etc (the original Neverwinter Nights is almost unplayable on quad core systems without setting a start parameter that binds the affinity to a single core), but I'm surprised that you've had problem just because another program had affinity set up...