The Physics are in the current state unstable and not well Multithreaded at all same you can see @ other Unreal Projects.
Chaos Physics should finally bring that to a end at least efficiency and predictability wise in a much better shape.
Game Time and Physics Time and the efficient stable Synchronization of both in a Complex Async Multithreaded System is a real complex topic, especially on a almost unpredictable Non Realtime OS PC Platform.
System:
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- Win 8.1, latest patches minus MS spyware and malware.
- 1st-gen Ryzen5-2600 (6 cores, SMT-disabled because it causes more probs than benefits). Thermals: Peaking at 60 degrees C.
- NVidia GeForce GTX 1660 Ti (performs similiar to the current 1660 Super - it's a midrange gpu, neither fast nor useless), 6 GB VRAM, Forceware 431.60. Thermals: Peaking at 65 degrees C.
- 16 GB RAM + 16 GB SWAP on SSD. Less than 4 gigs VM used before launching the game. The game itself consumes another 4 gigs, so that should leave me with over half of my physical memory free.
- No bloatware or junk running in the background. This is a lean OS with all unneeded services and 3rd-party "agents" burned on a stakefire. Yes, auto-updates disabled too, so it's not windows installing crap behind my back.
- Game videosettings: 1920x1080 fullscreen, VSync = on, View Dist = medium, AA = low, Postproc = high, shadows = low, textures = high, effects = high, foliage = low, DOF = off, Motion blur = off, HeatDis = off, volumetrics = off, FOV = 80, physical animations = off
- Scenario: Wildlife map sandbox. Strip naked, walk over to the village and just have sex with the first 8 chars i meet. Time spent: about 20 minutes.
- Result: Failure to reproduce. CPU-usage did gradually increase a little bit, but not by much. The other strange thing is: CPU-usage in general was about 20% lower than in my previous sessions with this build. I have no freaking idea what's going on here.