I have case when some games freeze when using WCG in
background. I solved this by using MuQSS instead of
CFS.
But here is another case:
https://www.reddit.com/r/Stadia/comments/ejs1ur/google_stadia_port_troubles_blamed_on_the_linux/
"
A developer named Malte Skarupke publicized the problem on Monday.
Skarupke explained how he became aware of the issue and his efforts to
address it in a blog post (shout-out to Phoronix for spotting the post).
This is the high-level overview Skarupke provided before offering more
technical details about the issue:
"I overheard somebody at work complaining about mysterious stalls while
porting Rage 2 to Stadia. The only thing those mysterious stalls had in
common was that they were all using spinlocks. I was curious about that
because I happened to be the person who wrote the spinlock we were
using. The problem was that there was a thread that spent several
milliseconds trying to acquire a spinlock at a time when no other thread
was holding the spinlock. Let me repeat that: The spinlock was free to
take, yet a thread took multiple milliseconds to acquire it. In a video
game, where you have to get a picture on the screen every 16ms or 33ms
(depending on if you’re running at 60Hz or 30Hz), a stall that takes
more than a millisecond is terrible. Especially if you’re literally
stalling all threads." "
Problem (at least mine) seems solved with kernel 5.5 as it has reworked
scheduler.
--
press any key to continue or any other to quit...
U ničemu ja ne uživam kao u svom statusu INVALIDA -- Zli Zec
Svi smo svedoci - oko 3 godine intenzivne propagande je dovoljno da jedan narod poludi -- Zli Zec
Na divljem zapadu i nije bilo tako puno nasilja, upravo zato jer su svi
bili naoruzani. -- Mladen Gogala