- Improving performance (Русский)
- Contents
- Основы
- Узнай свою систему
- Первое, что необходимо сделать
- Жёсткие диски
- Выбор и настройка файловых систем
- Резюме
- Параметры монтирования
- Reiserfs
- Btrfs
- mkinitcpio.conf для btrfs
- Сжатие /usr
- Кэширование файлов
- Процессор
- Gaming
- Contents
- Game technicality
- Common game dependencies
- Mandatory (for high coverage)
- Optional (but still common)
- Rare (less common)
- Machine requirements
- Drivers
- Dependency for the machine & substitutes
- Game environments
- Getting games
- Configuring games
- Multi-screen setups
- Keyboard grabbing
- Starting games in a separate X server
- Adjusting mouse detections
- Binaural audio with OpenAL
- Tuning PulseAudio
- Enabling realtime priority and negative nice level
- Using higher quality remixing for better sound
- Matching hardware buffers to Pulse’s buffering
- Double check your CPU frequency scaling settings
- Remote gaming
- Improving performance
- Utilities
- Gamemode
- ACO compiler
- Fsync patch
- Reducing DRI latency
- Improving frame rates and responsiveness with scheduling policies
- Policies
- Nice levels
- Core affinity
- General case
- Optimus, and other helping programs
- Peripherals
- Mouse
Improving performance (Русский)
Перевод этой статьи или раздела не отражает оригинальное содержание.
Эта статья является ретроспективным анализом и кратким изложением того, как увеличить производительность в Arch Linux.
Contents
Основы
Узнай свою систему
Лучший способ настроить систему — определить «узкие места», т.е. подсистемы, которые снижают общую скорость работы. Как правило, они могут определены, зная характеристики системы, однако есть несколько основных признаков:
- Если компьютер начинает медленнее работать при запуске «больших» приложений, таких как OpenOffice и Firefox, запущенных одновременно, то существует большая вероятность того, что объём оперативной памяти недостаточен. Чтобы проверить объём оперативной памяти, используйте эту команду:
- Если время загрузки очень большое и если приложения запускаются медленно при первом запуске, но потом работают нормально, то, вероятнее всего, жёсткий диск работает медленно. Скорость жёсткого диска может быть измерена с помощью команды hdparm:
Это только скорость чтения с диска и не является абсолютным критерием, но значение скорости выше 40 МБ/с можно считать приемлимым для средней системы.
- Если загрузка процессора постоянно высокая, даже когда есть достаточно оперативной памяти, то снижение загрузки процессора является приоритетной задачей. Загрузку процессора можно контролировать множеством способов, например, используя команду top (а лучше htop):
- Если медленно работают только те приложения, которые используют ускорение (direct rendering), т.е. где используется видеокарта (видеоплееры, игры и т.п.), то увеличение производительности видеокарты возможно будет достичь. Чтобы убедиться в этом, поставьте mesa-demos :
Затем попробуйте запустить эту команду на 20 секунд (vblank_mode=0 отключает вертикальную синхронизацию у свободных драйверов):
Если у вас ниже 300 FPS, то, возможно, у вас отключён direct rendering. Чтобы проверить это, введите команду:
Первое, что необходимо сделать
Самый простой и эффективный способ повысить общую производительность — это использовать легковесные окружения (Desktop Environment) и легковесные приложения:
- Использовать оконный менеджер вместо среды рабочего стола. Вы можете выбрать dwm, Openbox или JWM.
- Выберите минималистичные окружения рабочего стола (не GNOME и KDE), а, например, LXDE или Xfce.
- Используйте легковесные приложения. См. список приложений и темы на форуме, посвящённые легким и быстрым приложениям: 2007, 2008, 2009, and 2010 [устаревшая ссылка 2020-08-02] .
- Удалите из запуска все ненужные демоны. Для этого надо сначала посмотреть какие демоны запущены:
Затем, если вам, например, не нужен avahi-daemon.service, ввести:
Жёсткие диски
Выбор и настройка файловых систем
Выбор лучшей файловой системы под особенности системы является очень важным, так как каждая файловая система имеет свои сильные стороны. В File systems кратко рассматриваются наиболее популярные файловые системы. Вы можете также найти полезные статьи здесь.
Резюме
- XFS: Высокая производительность при работе с большими файлами. Низкая скорость при работе с маленькими файлами. Хороший выбор для /home.
- Reiserfs: Хорошая производительность при работе с маленькими файлами. Хороший выбор для /var.
- Ext3: Средняя производительность, надёжность.
- Ext4: Превосходная общая производительность, надёжность, имеет проблемы с производительностью SQLite и другими базами данных.
- JFS: Хорошая общая производительность, низкое потребление ресурсов процессора.
- Btrfs: Превосходная общая производительность (лучше чем у ext4), надёжна (как только станет стабильной). Множество функций. Тем не менее эта файловая система находится на стадии разработки, и рассматривается как нестабильная. Не используйте эту файловую систему, если вы не знаете, что вы делаете, и не готовы к возможной потери данных.
Параметры монтирования
Опции монтирования позволяют легко увеличить скорость без переформатирования. Они могут быть установлены при использовании команды mount:
Чтобы сделать эти опции постоянными, измените свой /etc/fstab
Два параметра, которые увеличивают проивзодительность почти всех файлов систем — это noatime, nodiratime. Первый является расширением второго, который применяется только к каталогам (noatime применяется и к каталогам и к файлам). В редких случаях, например если вы используете mutt, это может стать причиной незначительных проблем. Их вы можете использовать вместо параметра relatime.
Для оптимизации скорости создайте XFS командой:
Такой специфичный для XFS параметр монтирования как logbufs=8 может увеличить производительность.
Reiserfs
Параметр data=writeback увеличивает скорость, но это может привести к повреждению данных при отключении питания. Опция монтирования ((Codeline | notail)) увеличивает пространство, используемое файловой системы примерно на 5 %, но и повышает общую скорость. Вы также можете уменьшить нагрузку на диск, располагая файловую систему и журнал на разных дисках. Сделать это можно следующим образом:
Тут /dev/hda1 будет зарезервирован для журнала, а /dev/hdb1 для данных. Вы можете узнать больше о ReiserFS в этой статье.
Btrfs
Btrfs — новая файловая система, позволяющая делать онлайн дефрагментацию, имеющая оптимизированный режим для твердотельных накопителей, запись снапшотов, изменение размера раздела без потери данных и другие возможности. Btrfs находится в активной разработке и поддерживается ядром (в экспериментальном режиме). Больше можно узнать на Btrfs домашней странице проекта.
mkinitcpio.conf для btrfs
Для Btrfs в качестве некорневой файловой системы модули и зависимости загружаются, когда это необходимо. При использовании btrfs в качестве корневой файловой системы в загрузочном ramdisk должен быть соответствующий модуль. Модуль btrfs зависит от libcrc32c. Вам нужно добавить crc32c модули в /etc/mkinitcpio.conf, как показано ниже:
Это позволяет избежать ошибок, таких как «неизвестный символ» при загрузке Btrfs модулей. См. также mkinitcpio-btrfs] AUR [ссылка недействительна: package not found] .
Сжатие /usr
Одним из способов увеличить скорость чтения данных с диска — это сжатие, т.к. уменьшается объём данных для чтения. Однако данные должны быть распакованы, что увеличит нагрузку на ЦП. Некоторые файловые системы поддерживают прозрачное сжатие, такие как Btrfs и Reiserfs4, но их сжатия ограничивается 4K (btrfs 128К) размер блока. Поэтому в этом руководстве рассматривается сжатие /usr в SquashFS и последующее монтирование через Aufs. Это экономит довольно много места, как правило две трети, и приложения запускаются быстрее. Однако установка, обновление или перестановка приложений будут перезаписывать несжатый /usr, поэтому вам придётся периодически сжимать /usr. SquashFS уже включён в ядро, Aufs можно найти в extra репозитории, так что перекомпиляция ядра не требуется. Чтобы всё это заработало, нужно установить всего два пакета:
Эта команда установит Aufs модули и некоторые утилиты для файловой системы SquashFS. Теперь нам понадобятся две директории. Одна для сохранения сжатого /usr в режиме «только для чтения» и вторая — для записи изменений с момента последнего сжатия, т.е. «для записи».
Кэширование файлов
Есть такой параметр vm.vfs_cache_pressure. Он влияет на тенденцию ядра освобождать оперативную память, использованную для кэширования объектов ФС. Значение по умолчанию 100. При значении 0, объекты он кэширует (в оперативную память) навсегда. Чем больше значение, тем чаще ядро занимается чисткой их (так будет больше свободной оперативной памяти). Если у вас оперативной памяти не хватает (например, всего 2 ГБ), то лучше поставить 1000:
Эта команда будет действует только на текущий сеанс ОС. А чтобы при каждом старте ОС действовало, надо:
Процессор
Единственный способ увеличить производительность ЦП — его разгон (оверклокинг). Так как это сложный рискованный процесс, производить его рекомендуется только экспертам. Не забывайте, что у многих материнских плат под процессоры Intel отключена возможность разгона.
Также многие Intel Core i5 и i7, даже после правильного оверклокинга через BIOS или UEFI, не могут сообщить правильную частоту acpi_cpufreq и многим другим утилитам.
Источник
Gaming
Linux is considered an «unofficial» gaming platform; the support and target audience provided to it is not a primary priority for most gaming organizations. This has seen some change starting from 2021 onward, as big players like Valve, the CodeWeavers group and the community have made tremendous changes over the past few months, allowing Linux to truly become a viable platform for gaming. Further, more and more indie development teams strive to use cross-platform rendering engines in order to have their game able to compile and run on Linux.
When it comes to gaming, the majority of user’s thoughts are often directed towards popular AAA games which are usually written for the Microsoft Windows platform. This is understandable, however, it is not the only and sole availability. Please refer to #Game environments and #Getting games further down the page where you can find software to run games from other platforms.
If you however are fixated on getting games written for Microsoft Windows to work on Linux, then a different mindset, tools and approach is required; understanding internals and providing functional substitution. Please read #Game technicality below.
Contents
Game technicality
There are ultimately two major problems that arise from attempting to play AAA games on Linux. They are:
- Graphics SDK
- Games written and compiled for an API that Linux does not recognize (such as DirectX).
- Graphics Hardware
- Drivers necessary to handle game rendering. (such as Nvidia Drivers)
From these problems, further two complications arise, in particular:
- General Library Dependencies
- Libraries necessary for doing general purpose operations during gameplay, such as saving ingame, loading config. (e.g Microsoft Visual C++, MFC, .NET)
- Incompatible Interfaces
- Aside from the frameworks mentioned above, there is a further problem with binary formats and compiled code generated by Windows which Linux does not recognize.
- Lastly, lacking the appropriate driver to do the rendering results in a horseless cart situation.
The APIs above forward their graphical calls to the underlying driver which then proceeds to talking to the GPU hardware. AMD users fortunately have opensource drivers released by AMD itself. This is already a huge issue resolved. Nvidia users have to rely on other alternatives, which often comes packed as blobs. (microcode and firmware being fed through, as a result of Nvidia driver reverse engineering)
A huge amount of games use DirectX as their main driving SDK. Linux, natively supports only OpenGL and Vulkan. Linux by itself does not support DirectX or any of the aforementioned technologies (Visual C++, MFC, .NET).
Instead, several opensource equivalents have been written which attempt to provide identical functionality, ultimately achieving the same result from a graphics point of view. These equivalents have their «own» written substitutes which attempt to «re-invent» what the original SDK calls would possibly achieve from a black box point of view. Popular ones include:
- Wine (Wine is Not Emulator) [provides a «loader vm», self written dependencies, interop and more]
- Proton (forked Wine project, optimized for Steam by Valve)
- Mono (.NET alternative)
- MF-Media (media foundation dependencies)
For example, a call to load, transform and shade vertices on DirectX may be re-written from scratch in a new .dll/.so owned by Wine, providing their own «hypothetical» belief on what the function may be doing underneath, and forward it instead to an OpenGL alternative, effectively trying to achieve similar results. Since these calls are direct equivalents and treated «as if» DirectX was running, performance isn’t impacted. (with the exception of the starting overhead to interop with these)
These tools are often brought in the distribution together on the system at the same time. A prefix (Wine’s terminology for a directory mimicking a Windows sandbox) is created and configured. Dependencies are installed inside the prefix (the «sandbox» still needs the game’s redistributables), often with winetricks, followed by an attempt to run the game «as if» it was executed from Windows.
This, nowadays, fortunately works for most games (aside from anticheat protected ones, which require a kernel driver that Wine/Proton doesn’t yet have). If a game does not work, it is usually as a result of incompatible packages, missing dependencies or unimplemented functionality by Wine/Proton.
If you are to run Wine/Proton, please make sure you use versions past 5.x as this is where most of the recent patches have been made into.
Lutris is a piece of software that provides runners and sandboxes that handle dependencies for you when you install games, if the above process is found tedious and/or complicated.
Common game dependencies
In order to gain a more in-depth understanding of what you will intend to do if you decide to go the Wine/Proton route, it is worthwhile to cover the common dependencies that games require in order to execute. Architecture also needs to be considered in mind, whether x86 or x64, preferably both.
A prefix would need to have the following populated into it in order to run most Windows games.
Mandatory (for high coverage)
This article or section needs language, wiki syntax or style improvements. See Help:Style for reference.
- Microsoft Core Fonts
- Microsoft Visual C++ 2015 (2017 has the most coverage, recommended) [2005, 2008, 2010, 2012, 2013, 2015, 2017-2018, 2019]
- DirectX 9.0 (11.0 has the most coverage, recommended) [June SDK update 2010]
- Direct3D
- Direct2D
- DirectShow
- DirectInput
- DirectPlay
- DirectSound
- DXGI
- XAudio2
- .NET Framework (3.5 has most coverage)
- OpenGL
- OpenAL
- OpenAI
- OpenCL
- Vulkan
Optional (but still common)
- XNA
- PhysX
- Media Foundation
- Quicktime
- Adobe Reader 11
- Java SRE (e.g Minecraft)
Rare (less common)
Machine requirements
This article or section needs language, wiki syntax or style improvements. See Help:Style for reference.
It is not enough to just populate a prefix with the dependencies the game will need. The kernel itself has to have the substitution it will provide to the calls the game will make. As already mentioned, drivers and alternatives are available.
Drivers
- AMD drivers.
- Intel drivers
- NVIDIA drivers.
Dependency for the machine & substitutes
- Wine
- Wine Gecko
- Wine Mono
- Vulkan
- OpenGL (already there)
- Proton Redistributables (optional, but it may help)
- Wine GE or TKG (optional, unless unsuccessful) [specially compiled wine core containing patches for certain games]
This is mostly informative. Some of these packages install themselves once you initiate a request to install the major ones.
Please refer to the Wine page for more information and each page for the respective drivers, packages and substitution software.
Game environments
Wine/Proton are not the only approaches to play games. Different environments exist to play games in Linux, and have just as many (or more) games than on Windows:
- Native – these are games written directly in OpenGL or Vulkan and can run on Linux.
- Emulators – required for running software designed for other architectures and systems. Most games run out of the box once the ROM is fed in to the emulator and issues are rarely encountered. Below are the most popular ones in use today.
- PPSSPP — PSP Emulator.
- Dolphin — Wii Emulator.
- DeSMuME — Nintendo DS emulator.
- Citra — 3Ds emulator.
- Bluestacks — Android emulator.
- PCSX2/RPCS3 — PlayStation emulators.
- Dosbox — DOS game emulator.
- Java — write once, run everywhere platform. Examples of popular games that run on Linux are Minecraft, Runescape, Wurm Online, Puzzle Pirates.
- Web – games running in a web browser.
- HTML5 games use canvas and WebGL technologies and work in all modern browsers.
- Flash-based – you need to install the plugin to play.
- Wine – Windows compatibility layer, allows to run Windows applications on Unix-like operating systems.
- Virtual machines – can be used to install compatible operating systems (such as Windows). VirtualBox has good 3D support. As an extension of this, if you have compatible hardware you can consider VGA passthrough to a Windows KVM guest, keyword is «virtual function I/O» (VFIO), or PCI passthrough via OVMF.
- Proton/DXVK – can be found on Steam client. See Wine#DXVK for more information.
Getting games
Just because games are available for Linux does not mean that they are native; they might be pre-packaged with Wine or DOSBox.
For list of games packaged for Arch in official repositories / the AUR see List of games.
Configuring games
Certain games or game types may need special configuration to run or to run as expected. For the most part, games will work right out of the box in Arch Linux with possibly better performance than on other distributions due to compile time optimizations. However, some special setups may require a bit of configuration or scripting to make games run as smoothly as desired.
Multi-screen setups
Running a multi-screen setup may lead to problems with fullscreen games. In such a case, running a second X server is one possible solution. Another solution may be found in the NVIDIA article (may also apply to non-NVIDIA users).
Keyboard grabbing
Many games grab the keyboard, noticeably preventing you from switching windows (also known as alt-tabbing).
Some SDL games (e.g. Guacamelee) let you disable grabbing by pressing Ctrl-g .
Starting games in a separate X server
In some cases like those mentioned above, it may be necessary or desired to run a second X server. Running a second X server has multiple advantages such as better performance, the ability to «tab» out of your game by using Ctrl+Alt+F7 / Ctrl+Alt+F8 , no crashing your primary X session (which may have open work on) in case a game conflicts with the graphics driver. The new X server will be akin a remote access login for the ALSA, so your user need to be part of the audio group to be able to hear any sound.
To start a second X server (using the free first person shooter game Xonotic as an example) you can simply do:
This can further be spiced up by using a separate X configuration file:
A good reason to provide an alternative xorg.conf here may be that your primary configuration makes use of NVIDIA’s Twinview which would render your 3D games like Xonotic in the middle of your multiscreen setup, spanned across all screens. This is undesirable, thus starting a second X with an alternative config where the second screen is disabled is advised. Please note, that the X config file location is relative to the /etc/X11 directory.
A game starting script making use of Openbox for your home directory or /usr/local/bin may look like this:
So after a chmod +x you would be able to use this script like:
Adjusting mouse detections
For games that require exceptional amount of mouse skill, adjusting the mouse polling rate can help improve accuracy.
Binaural audio with OpenAL
For games using OpenAL, if you use headphones you may get much better positional audio using OpenAL’s HRTF filters. To enable, run the following command:
Alternatively, install openal-hrtf AUR from the AUR, and edit the options in /etc/openal/alsoftrc.conf
For Source games, the ingame setting `dsp_slow_cpu` must be set to `1` to enable HRTF, otherwise the game will enable its own processing instead. You will also either need to set up Steam to use native runtime, or link its copy of openal.so to your own local copy. For completeness, also use the following options:
Tuning PulseAudio
If you are using PulseAudio, you may wish to tweak some default settings to make sure it is running optimally.
Enabling realtime priority and negative nice level
Pulseaudio is built to be run with realtime priority, being an audio daemon. However, because of security risks of it locking up the system, it is scheduled as a regular thread by default. To adjust this, first make sure you are in the audio group. Then, uncomment and edit the following lines in /etc/pulse/daemon.conf :
and restart pulseaudio.
Using higher quality remixing for better sound
PulseAudio on Arch uses speex-float-1 by default to remix channels, which is considered a ‘medium-low’ quality remixing. If your system can handle the extra load, you may benefit from setting it to one of the following instead:
Matching hardware buffers to Pulse’s buffering
Matching the buffers can reduce stuttering and increase performance marginally. See here for more details.
Double check your CPU frequency scaling settings
If your system is currently configured to properly insert its own cpu frequency scaling driver, the system sets the default governor to Ondemand. By default, this governor only adjusts the clock if the system is utilizing 95% of its CPU, and then only for a very short period of time. This saves power and reduces heat, but has a noticeable impact on performance. You can instead only have the system downclock when it is idle, by tuning the system governor. To do so, see Cpufrequtils#Tuning the ondemand governor. Recent Intel CPU (SandyBridge +) use frequency scaling driver `intel_pstate` that does not work with ondemand governor. You can switch from «powersave» (default) to «performance», but the difference is minimal.
Remote gaming
Cloud gaming has gained a lot of popularity in the last few years, because of low client-side hardware requirements. The only important thing is stable internet connection (over the ethernet cable or 5 GHz WiFi recommended) with a minimum speed of 5–10 Mbit/s (depending on the video quality and framerate).
See Gamepad#Gamepad over network for using a gamepad over a network with services that do not normally support this.
Service | Installer | In browser client | Use your own host | Offers host renting | Full desktop support | Controller support | Remarks |
---|---|---|---|---|---|---|---|
Dixper | – | Yes | Windows-only | ? | ? | ? | – |
Geforce Now | – | Yes | No | No | Yes | Yes | You must have games on Steam, Epic Client or GOG to use this service. Not all games are available. |
Moonlight | moonlight-qt AUR | No | Windows-only | No | Yes | Yes | This is only a client. Host machine needs GeForce experience installed. |
Parsec | parsec-bin AUR | Yes (experimental) | Windows-only | No | Yes | Yes | Cloud hosting no longer available |
VDI Stream Client | vdi-stream-client AUR | No | Windows-only | No | Yes | No | VDI client with 3D GPU acceleration and built-in USB redirection |
Playkey | playkey-linux AUR | ? | ? | ? | ? | ? | – |
PlayStation Now | Runs under Wine or Steam’s proton | No | No | – | No | Yes | Play PS4, PS3 and PS2 games on PC. Alternatively, you can use emulators. |
PlayStation Remote Play | chiaki AUR | No | Yes | – | Yes | Yes | Play games from your PS4 and/or PS5 on PC. |
Rainway | Coming in 2019 Q3 | Yes | Windows-only | No | Yes | ? | – |
Shadow | Stable: shadow-tech AUR Beta: shadow-beta AUR | No | No | Yes | Yes | Yes | Controller support is dependent on USB over IP, and currently AVC only as HEVC is not supported |
Steam Remote Play | Part of steam | No | Yes | No | No | Yes | – |
Stadia | – | Yes | No | No | Yes | Yes | – |
Vortex | – | Yes | No | – | No | ? | – |
VNC | tigervnc or x11vnc | No | Yes | No | Yes | No | General purpose remote desktop protocol, but the latency should be low enough to use it for gaming over a LAN. See Gamepad#Gamepad over network for gamepad support. |
xrdp | xrdp AUR | No | Yes | No | Yes | No | Another general purpose remote desktop protocol, has both OpenGL and Vulkan support after configuring graphical accleration. Recommended for gaming over a LAN. See Gamepad#Gamepad over network for gamepad support. |
X11 forwarding | openssh | No | Yes | No | No | No | X forwarding over SSH with VirtualGL supports OpenGL and works for some but not all games. See Gamepad#Gamepad over network for gamepad support. |
Improving performance
See also main article: Improving performance. For Wine programs, see Wine#Performance.
Utilities
Gamemode
Gamemode is a Daemon/lib combo for Linux that allows games to request a set of optimisations be temporarily applied to the host OS. This can improve game performance.
ACO compiler
Fsync patch
Reducing DRI latency
Direct Rendering Infrastructure (DRI) Configuration Files apply for all DRI drivers including Mesa and Nouveau. You can change the DRI configuration systemwide in /etc/drirc or per user in $HOME/.drirc . If they do not exist, you have to create them first. Both files use the same syntax; documentation for these options can be found at https://dri.freedesktop.org/wiki/ConfigurationOptions/. To reduce input latency by disabling synchronization to vblank, add the following:
Improving frame rates and responsiveness with scheduling policies
Most games can benefit if given the correct scheduling policies for the kernel to prioritize the task. These policies should ideally be set per-thread by the application itself.
For programs which do not implement scheduling policies on their own, application known as schedtool , and its associated daemon schedtoold AUR can handle many of these tasks automatically.
To edit what programs relieve what policies, simply edit /etc/schedtoold.conf and add the program followed by the schedtool arguments desired.
Policies
SCHED_ISO (only implemented in BFS/MuQSSPDS schedulers found in -pf and -ck kernels) – will not only allow the process to use a maximum of 80 percent of the CPU, but will attempt to reduce latency and stuttering wherever possible. Most if not all games will benefit from this:
SCHED_FIFO provides an alternative, that can even work better. You should test to see if your applications run more smoothly with SCHED_FIFO , in which case by all means use it instead. Be warned though, as SCHED_FIFO runs the risk of starving the system! Use this in cases where -I is used below:
Nice levels
Secondly, the nice level sets which tasks are processed first, in ascending order. A nice level of -4 is recommended for most multimedia tasks, including games:
Core affinity
There is some confusion in development as to whether the driver should be multithreading, or the program. Allowing both the driver and program to simultaneously multithread can result in significant performance reductions, such as framerate loss and increased risk of crashes. Examples of this include a number of modern games, and any Wine program which is running with GLSL enabled. To select a single core and allow only the driver to handle this process, simply use the -a 0x# flag, where # is the core number, e.g.:
uses first core.
Some CPUs are hyperthreaded and have only 2 or 4 cores but show up as 4 or 8, and are best accounted for:
which use virtual cores 0101, or 1 and 3.
General case
For most games which require high framerates and low latency, usage of all of these flags seems to work best. Affinity should be checked per-program, however, as most native games can understand the correct usage. For a general case:
Optimus, and other helping programs
As a general rule, any other process which the game requires to operate should be reniced to a level above that of the game itself. Strangely, Wine has a problem known as reverse scheduling, it can often have benefits when the more important processes are set to a higher nice level. Wineserver also seems unconditionally to benefit from SCHED_FIFO , since it rarely consumes the whole CPU and needs higher prioritization when possible.
Peripherals
Mouse
You might want to set your mouse acceleration to control your mouse more accurately.
If your mouse have more than 3 buttons, you might want to see Mouse buttons.
If you are using a gaming mouse (especially Logitech and Steelseries), you may want configure your mouse such as DPI, LED. using piper . See this page for a full list of supported devices.
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