They're not just stutters ! They're lockups!

Seeing a blizzard as a company or their developers don’t seem motivated in any way, shape or form to get an “esports game” to play and perform like one… And having tried and failed to get consistent performance out of this game for over two years while throwing 20.000€ at hardware and 3 separate fully built extreme overclocking systems at it (Intel and AMD) taking beyond obsessive care to make sure every single part of the system is as close to perfect as the blank cheque approach and obsessive ideology allow… taking care of minimizing the latency, and maximizing the performance of every subsystem to the absolute max… RME Babyface Pro FS intreface taking care of audio inputs and outputs (at RME’s roughly 4-10 times faster round trip audio time compared to consumer solutions), storage handled by an Intel Optane P5800X 1.6TB drive, 2.5Gbps FTTH internet connection running both Active Optical Cables and Cat8 PIMF ones to several tested home and enterprise network cards (Intel E810, Intel i226, Realtek 8126, Intel I210, Mellanox ConnectX Pro 3), an AM5 memory tune 99.8% of people could never dream of running, diving into the chipset and usb topology to clear every last possible performance obstacle. Every driver (ask me how I know NDIS performs better than NetAdapterCx), bios and windows setting optimized through years of testing and performance recording and analysis hoping it could make up for or at least make a lick of difference for the genuinely TRAGIC level of code quality. I have taken it upon myself to do the work of whoever is supposed to be even moderately thinking about the performance of this game into my own hands. And spent several days finally doing proper Windows Performance Recording and Analysis to try to uncover where exactly the performance issues stem from on arguably if not the single most optimized machine for esports gaming on the planet performance wise. Below is the final result and writeup that I will preface with the statement that I had Claude Fable 5 help me analyze and write by burning an additional few hundred on tokens.

If anyone at all at Blizz gives half of an excrement it would be absolutely amazing if you could work on this and you’re free to contact me if you require any of the raw capture data.

[Kernel trace] 70–330 ms engine-wide freezes in Stadium: single-threaded work on one fingerprinted function (RVAs + build ID included, traces available)

TL;DR: Using Windows Performance Recorder kernel traces of live Stadium matches, I captured multiple whole-screen freezes (72 ms, ~200 ms, ~330 ms) and traced them to their exact cause inside Overwatch.exe: 20+ engine threads sleep on a barrier while a single thread grinds through one specific function (same function in every freeze, across two separate game sessions — RVAs below). My hardware is exonerated at every layer with data included. The freezes occur in every game mode; the most reliable reproduction is Stadium, where roughly 40–50% of rounds produce one within seconds of going live. The fix has to come from your side: this work needs to be chunked or moved off the frame-critical path.


Test system (exonerated — evidence below)

Ryzen 7 9850X3D (custom loop, direct die) · RTX 5090 · 32 GB DDR5-8000 CL34 (validated: TM5, y-cruncher) · ASUS ROG Crosshair X870E Apex · Intel Optane P5800X 1.6 TB U.2 adapted into the primary M.2 slot (4 dedicated CPU lanes) · Intel i210 NIC on CPU lanes · 540 Hz OLED. During every captured freeze the system was 72–89% idle, all DPC/ISR latencies clean (max 0.24 ms across the whole trace), zero hard faults, and Overwatch performed zero disk I/O. This is not a hardware, driver, network, or storage problem.

Capture methodology

Two independent kernel traces (wpr -start GeneralProfile -filemode), two different days, two different game sessions:

  • Trace 1: ~3.5-minute Stadium QP round. One 72 ms freeze mid-round analyzed to sample level.
  • Trace 2: ~160 s covering a full Stadium round-1. Two freezes captured: a ~200 ms hard lock ~1–1.5 s after leaving spawn (mid-slide, start of live combat), and a ~330 ms main-thread saturation event later in the round.

Analysis in WPA (CPU Usage Precise + Sampled, wait-chain / readying-thread analysis) and PerfView (kernel rundown events). I’m happy to provide the ETL files or any specific export.

Anatomy of a freeze (identical in both traces)

  1. 20+ Overwatch threads enter a synchronized wait. In trace 1, the three heavyweight workers each logged a single wait of ~72.24–72.39 ms and woke within a 60–90 µs stagger. In trace 2’s hard lock, the same worker population logged waits of ~160–206 ms.
  2. One thread never stops. In trace 1 it was a fiber job worker (entry Overwatch.exe+0x2683F30), compute-bound for 107.4 of 108 ms on one core. In trace 2 it was the primary thread itself (entry point +0x2665700), compute-bound for 204.1 of 204.3 ms with a maximum wait of 35 µs.
  3. That thread releases the barrier. Wait-chain analysis (Readying Thread Id + ready stacks) shows every sleeping worker woken by a KernelBase!SetEvent → ntoskrnl!KeSetEvent → KiExitDispatcher from the busy thread, at the exact moment the freeze ends.

While this happens, the render pipeline gets nothing and the screen holds one frame. Input still flows (mouse-move events continue through the freeze), packets still flow (ndis DPC counts continuous through the freeze window: 376/s before, 275/s during) — the “network icons” that appear are the freeze’s consequence, not its cause: a frozen client acknowledges late.

The fingerprint: one function, every freeze, both sessions

Sampled profiling of the busy thread during the stalls lands overwhelmingly in one function:

  • Hot function: sample cluster Overwatch.exe+0x263606A through +0x2636498 (peak sample addresses +0x2636381, +0x2636385, +0x263648A).
  • Trace 1 (72 ms freeze): ~32 ms in this function.
  • Trace 2 (~200 ms freeze): ~84 ms in this function, plus ~74 ms of directly-commissioned kernel memory management from the same thread: VirtualFree → MiDeleteVad → MiDeleteVirtualAddresses → MiFlushTbList, VirtualAlloc, and a demand-zero page-fault storm (KiPageFault → MiZeroFault → MiResolvePrivateZeroFault → KeZeroPages) — i.e., tens of MB of freshly committed private memory written through and then freed, single-threaded, behind an engine-wide barrier. Hot function + memory management = 77% of the freeze.

Cross-session verification: the two traces have different ASLR bases, and the sampled addresses match at identical image offsets in both — seven distinct sample offsets (…06A/…0CA/…376/…381/…385/…389/…477/…48A) line up exactly, and the implied module bases are exactly 64 KB-aligned in both sessions with every other sampled game address falling inside the image. Same build, same function, two independent captures.

  • Build: Overwatch.exe, TimeDateStamp 0x6A429ED1 (linked 2026-06-29 16:35:29 UTC), PE CheckSum 0x03E44C7A, SizeOfImage 0x047B2000. (No FileVersion resource is stamped in the binary.)
  • Session bases for reference: trace 2 0x7FF767330000 (recovered from the primary thread’s kernel-recorded start address minus AddressOfEntryPoint 0x2665700, since the main module does not appear in kernel image-rundown events), trace 1 0x7FF62AD60000 (via the offset identity above).
  • Trace 1 additionally shows ~45 ms of the stall executing from dynamically generated code — heap addresses at 0x29D97384xxx / 0x2A1016DDxxx owned by no module in the complete image census.

The heavier variant (~330 ms)

Trace 2 also captured a longer event: 330 ms of wall-to-wall main-thread saturation (95.33–95.67 s trace time), workers starved in stages (100/162/238/481 ms waits, all released by the main thread), profile spread broadly across dozens of game functions — and terminating in the same +0x2636xxx function immediately as the stall ends. It reads as a content/state-preparation pipeline running synchronously on the main thread, capped by the same instantiation step that constitutes the shorter freezes. Zero disk reads or writes by Overwatch during the event, so this is pure CPU work on already-resident data — no user-side hardware or storage setting can touch it.

Reproducibility and player impact

The freezes occur in every mode I play — Practice Range, Quick Play, Competitive, Stadium QP and Stadium Competitive. The most reliable and most damaging reproduction is Stadium: 40–50% of Stadium rounds produce one within seconds of the round going live (my hard lock in trace 2 hit ~1–1.5 s after leaving the spawn door, mid-movement-ability), which is why both kernel traces were captured in Stadium QP. At 500+ FPS-class settings on top-tier hardware, a 72–330 ms freeze is 40–180 dropped frames at the exact moment a fight starts. In a competitive title this is the difference between a duel and a death.

Everything else has been ruled out with data: network (packets continuous through the freeze), disk (zero game I/O during stalls; the only heavy disk activity in the windows was the trace collector itself, VSS, and Defender housekeeping — all after the stalls ended), antivirus (Defender’s activity post-dates both freezes by 600+ ms; the busy thread was executing game code, not blocked on anything), CPU/GPU headroom (system mostly idle, GPU ~44%).

The ask

Whatever Overwatch.exe+0x2636xxx instantiates — the timing (round-start / first-combat), the allocate-serialize-free shape, and the fact that Stadium’s round-start (the moment builds and powers apply) triggers it most reliably all point at game-state/content instantiation, though the freeze occurs in every mode, so it is not exclusively a Stadium code path — it currently runs synchronously, single-threaded, with the entire engine barriered on it. Please chunk it, amortize it across frames, or move it off the frame-critical path (or pre-instantiate before the round goes live). I’ll gladly provide the full ETL traces, additional captures on request, or run instrumented builds/flags if you have them.

(Methodology available on request: wait-chain analysis via CPU Usage (Precise) readying-thread grouping; sample attribution via CPU Usage (Sampled) grouped by address; module base recovery via kernel thread-rundown start addresses + PE headers; all numbers above are from the raw kernel events.)

Edit : example on video from PGE’s VOD hitting this exact lockup on stream https://youtu.be/jg0pbb-u1IU?t=1038 - Credit to puretalent who provided it and originally posted it on the forums.

101 Likes

Commenting to keep this visible! You’re a G for this! Hope the right people see it…

17 Likes

Hello - I’m sorry you’re experiencing this issue and I appreciate all of the information you’ve provided. To help us look into this, would you be willing to provide your dxdiag information?

-OWMatt

25 Likes

Linking related threads for you Matt:

-Massive FPS drops and input lag after recent 2026 updates S3

-Severe micro-stuttering and poor 1% lows since Season 3

-Fps drops pls fix it

11 Likes

Sure. You can find it below. And I guess the one part I left out were my in game and general video related settings so I’ll add them here I guess. Tests were done with G-Sync, V-Sync and Reflex enabled.

Overwatch 2 — In-Game Settings

Display / Details

Setting Value
GPU NVIDIA GeForce RTX 5090
Graphics API DirectX 11
Display Mode Fullscreen
Display PG27AQWP-W
Resolution 2560×1440 @ 540 Hz
Aspect Ratio 16:9

Video

Setting Value
Field of View 103
Dynamic Render Scale Off
Render Scale Custom — In-Game Resolution 100%
Frame Rate Custom — Max 600 fps
VSync On
Triple Buffering Off
Reduce Buffering Off
NVIDIA Reflex Enabled

Graphics Quality (Custom)

Setting Value
High Quality Upsampling Default
Antialias Quality High — SMAA Medium
Texture Quality Low
Texture Filtering Ultra — 8×
Local Fog Detail Low
Model Detail Low
Shadow Detail Low
Effects Detail Low
Lighting Quality Low
Refraction Quality Low
Ambient Occlusion Off
Dynamic Reflections Off
Local Reflections Off
Damage FX Low

Stats / Information

All off (Display Performance Stats, Framerate, GPU Temp, VRAM, Network Latency, Interpolation Delay, System Clock).

Below is a summarised version of DxDiag.

=== DxDiag Summary ===

-- System --
OS:            Windows 11 Home 64-bit (Build 26200 / 26100.8737)
Machine:       ASUS (X870E Apex), BIOS 2202 (UEFI)
CPU:           AMD Ryzen 7 9850X3D 8-Core (16 CPUs), ~4.7GHz
RAM:           32 GB (32406 MB available)
DirectX:       DirectX 12 (DDI 12)
Page file:     4822 MB used / 29630 MB available

-- GPU --
Card:          NVIDIA GeForce RTX 5090
Dedicated:     32187 MB   Shared: 16202 MB   Total: 48389 MB
Driver:        32.0.16.1062 (nv_dispi), dated 11/06/2026, WHQL
Driver model:  WDDM 3.2
HW Scheduling: Stable, Enabled
Feature levels:12_2, 12_1, 12_0, 11_1, 11_0 ...
Block list:    No Blocks

-- Display --
Monitor:       ASUS ROG SWIFT PG27AQWP-W (DisplayPort)
Current mode:  2560 x 1440 @ 540 Hz, 32-bit
HDR:           Supported + Enabled (WCG active)

-- Audio --
Device:        RME Babyface Pro (driver 1.2.76.0)
               Default out: SPDIF/ADAT (1+2)   Default in: Analog (1+2)

-- DxDiag notes --
Display / Sound / Input tabs: No problems found.

Edit :

Full System Rundown

Core Platform

Component Details
CPU AMD Ryzen 7 9850X3D — delidded, direct-die cooled (Mycro Pro block, Thermal Grizzly Conductonaut Extreme)
Cooling loop CPU-only custom loop — Alphacool UT60 420 mm radiator, 6× Noctua NF-A14x25 G2 in push-pull, Aquacomputer D5 Next + Ultitube 275, ~1.5 L Aqua Computer Double Protect Ultra, EK fittings and EK-ZMT tubing
RAM 2×16 GB G.Skill Trident Z5 Royal Neo, F5-6000J2636G16GX2-TR5NS (6000 CL26 A-die bin) — manually tuned to DDR5-8000 CL34, FCLK 2200. Validated: TM5 Absolut (multi-hour, zero errors), y-cruncher VT3 (re-validated this week, speed-flat).
Motherboard ASUS ROG Crosshair X870E Apex, BIOS 2202
GPU NVIDIA RTX 5090 (ASUS ROG Astral LC OC, integrated 360 mm AIO)
Storage Intel Optane P5800X 1.6 TB U.2, adapted into the primary M.2 slot — 4 dedicated CPU lanes, no chipset hop
NIC (current*) Intel i210 on CPU lanes, NDIS driver stack (measured faster than NetAdapterCx on this platform)
PSU Corsair AX1600i
Case Thermaltake P3 TG Pro, wall-mounted above the desk

Displays

  • ASUS ROG Swift PG27AQWP-W — 540 Hz WOLED (DP 2.1) — primary - at the moment
  • Aorus FO27Q5P — 500 Hz QD-OLED (DP 2.1)
  • ASUS ROG Strix XG27AQNGV — 360 Hz Fast IPS, G-Sync Pulsar (DP 1.4)
  • Video cabling: certified Club3D DP 2.1 UHBR20 and DP 1.4 cables

For anyone about to suggest three displays are destroying performance: only one is ever connected and in use at a time, on an Ergotron monitor arm, while the others sit shelved.

Peripherals & Audio

  • USB cabling: industrial-grade shielded cables from L-Com and Amphenol, length-matched to the desk layout
  • Audio chain: Shure SM7B → XLR → RME Babyface Pro FS → optical S/PDIF → Topping DX5 II (hardware DSP PEQ) → Sennheiser HD 800 S

Network & Power

  • Internet: FTTH fiber, 2.5 Gbps symmetrical
  • Network gear: ASUS BE98 (Wi-Fi + basic switching) · MikroTik CRS309 10 GbE SFP+ switch, active optical cabling where needed
  • Power: the entire PC and all network gear sit behind a 2000 VA, PF 0.9 double-conversion online UPS — a perfect, uninterrupted 230 V / 50 Hz at all times
6 Likes

Thank you Thank you Thank you.

You put in more work than any player should be asked to do. I hope blizzard can compensate for you time if this issue gets resolved.

I really do remember when overwatch was known for how good the performance was and pretty much would scale linearly as you upgraded components. Now its like theres this wall for the maximum performance capable no matter how good your specs are. once you go past 360fps its very unstable and fluctuates anywhere from 600 to 360 with the additional game engine lockups.

and to OWMatt, if there is any info you need from other users feel free to ask.

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Holy! Thats some quality research! Wish players didnt need to go this far but sadly thats our reality. Appreciate your work.

12 Likes

Thanks for putting this together. I upvoted your reddit post too!

I actually stopped playing OW because of this same issue. I run high end hardware too and this ruined stadium for me.

I thought it was shader caching between rounds but at this point who knows

9 Likes

Insane work, shame that the players have to find the problem caused by a change from the dev team, that HAS NOT SAID ANYTHING IN WEEKS!!! Its a shame that with every season there is something new gamebreaking introduced, and only silence from the devs until the uproar gets so loud that they finally do something about it, it took them months to fix the bad performance introduced with s19 wich got worse every season until high end rigs couldnt even get 300fps with drops below 100.

That an OW Dev is responding in a forum is something new, is there not even a single preson from the dev team that looks into a problem that 80% of the streamers have if not more? Its a joke that we need to figure everything out ourselves when its clearly not our fault to begin with.

Do your job devteam, stop breaking the game with every major patch, thx.

9 Likes

I am getting very similar issues in CachyOS Linux running through Steam / Proton layer. The game will stutter briefly or the frame will freeze entirely, though I can hear the audio of the game continue, then it comes back either with an alt-tab instantly or if not, it fixes itself within a couple of seconds.

Very frustrating.

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It wasn’t fixed. They fixed the additional performance drop introduced with the midseason 1 patch. The S19 performance drop has never been addressed.

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Thanks for the HUGE effort you put in. Fixing this should be the absolute top priority.

7 Likes

Hello Matt - if anyone from the engineering department ends up looking at this please also include the following update aswell.

Update (July 8): Two additions from continued investigation on the same build.

1. Reproduction is regime-based, not constant. Last night I was getting these heavy lockups every ~10–20 seconds in Stadium QP; today, multiple sessions on the same machine, same binary, produced nearly none — with the hardware re-validated clean that same afternoon (WHEA log empty, y-cruncher VT3 speed-flat). Whatever gates the frequency is most likely runtime state — client session age, lobby composition, and server-fed state are the candidates I’m instrumented for when the next bad regime hits. Practical implication for repro attempts: a few quiet rounds don’t falsify this; the kernel traces above captured it directly when it fires.

2. A diagnostic miniature: the TAB scoreboard. To be clear up front — the scoreboard itself is not a problem outside of Stadium, and that’s exactly why it’s informative. Pressing TAB produces a small measurable stall on every press, and its severity ladders by mode: ~5.5 ms (presentation-side only) in the Stadium practice range; ~10 ms (still presentation-only — simulation timing unaffected) in live 5v5 Quick Play; and ~10 ms with the simulation thread itself stalling, plus a second ~8 ms sim-stall echo ~0.3–0.5 s later, in live Stadium. Verified two independent ways — frame-time capture (present and sim-start deltas) and kernel sampling — and the addresses executing during the Stadium TAB stalls match the same code regions as the 330 ms freeze in trace 2. My read: the scoreboard assembles per-player information on demand through the same serialized content/state path as the freezes, and the cost scales with how much state a mode carries per player — nearly nothing for practice-range bots, ordinary match stats in Quick Play, but full builds, items, and powers in Stadium, where the payload is apparently heavy enough that the engine core ends up waiting on the assembly rather than just the render pipeline. Which raises the question of whether that assembly could be detached from the simulation thread entirely — and makes TAB-in-Stadium a ten-second desk reproducer for sampling this path even when the full freezes aren’t firing.

Pure theorycrafting, flagged as such: the regime behavior and the burst-vs-freeze split would both fit a design where this content/state work is normally processed incrementally in the background, with a synchronous “complete it now, everyone waits” fallback for state that becomes gameplay-relevant before the background processing reaches it. Under that picture, the freezes are the moments demand wins the race against the background drain — which would explain why the same round-start work sometimes passes as a brief CPU burst and sometimes becomes a 200–330 ms engine-wide lock, and why frequency swings with runtime state rather than with anything on disk. I can’t verify any of this without symbols; it’s the shape that fits the measurements.

13 Likes

Sometimes I love nerds. :heart: Good luck with your mission.

Personally I have never had much stuttering, just fps ranging from 400-600 for many months now with no clear (to me) explanation. I just know while I was playing classic with default skins, no perks, I was happily 600 fps almost always.

Let me force defaults skins like any good competitive shooter should allow. I will never buy your skins anyhow only the bp.

2 Likes

If you are on Windows 11 you might try the following:

1- Close any Virtual Desktops that are open (Desktop 2, Desktop 3 …).
2- To switch between open windows, ONLY use (windows key+Tab) and DON’T use (Alt+Tab).
3- Set in-game Frame Rate to Automatic (Automatic is default if you haven’t changed it).

I had input lag on windows 11 specially when ult-tabing and after Troubleshooting and trying many things this is what fixed it for me.

1 Like

Appreciate the suggestion — that combination genuinely does help some Win11 input-lag cases, but my situation rules it out:

When I play OW nothing is running in the BG. My taskbar is comprised of the nVidia app and RME Babyface driver… End of list… No virtual desktops, only ever use a single monitor and desktop. For communication even when playing with friends I exclusively use ingame voice chat because Discord is way too much of a resource hog when you’re trying to run OW on a 540 Hz monitor. Also I’m not attacking you with the following statement just saying what I’ve measured and observed… Overwatch doesn’t have a framerate limiter in the classic sense. The only thing that setting the ingame “Frame Rate” - “Limiter” to automatic achieves is that your simulation limiter is set to the exact refresh rate of your monitor… The cleanest example is that setting it to automatic on a 500Hz monitor is functionally exactly identical to manually setting it to 500 which means it’s limited (downwards) to a minimum of netgraph reported 2ms of SIM.

6 Likes

Ive had stutters, freeze ups, lag and weird things too with Overwatch recently.


What are you using to test this with? I would like to re-create the test myself and follow your procedures and guidelines?

Thank you

4 Likes

Hire this guy, Blizzard. With a blank cheque.

2 Likes

I also posted a thread with video demonstrations of the stuttering happening in live matches: S3 stuttering issue, video demo + clear description

The stuttering issue this season is there for everybody - there’s not a single OW streamer I watch that I’ve not seen experience/talk about it. It’d make my day to open the Known Issues thread and see this in the list

8 Likes

Oh… yeah… wow. Good find — and a whole thread of demonstrations at that. The PGE clip is exactly the namesake of this topic: not a stutter, a full engine lockup — and clips like these make something official that until now was mostly my claim: fully machine-independent. Different rigs, different ISPs, different region (NA vs EU), different everything — same 0,3 s full-screen freeze I’ve got fingerprinted in kernel traces on hardware at the absolute bleeding edge. The magnitudes run from ~50 ms to half a second and beyond, regardless of what money was thrown at the machine.

Also note what’s happening in that clip: nothing. No ultimates, no ability storm, no teamfight — a completely ordinary moment that just stops. That matches my traces exactly: these freezes aren’t triggered by visual load — the CPU is mostly idle while they happen. It’s internal engine work executing synchronously at the worst possible moment.

“Not a single OW streamer I watch that hasn’t experienced it on stream” is honestly the most damning sentence in this thread so far — that’s a reproduction rate no bug tracker can argue with, broadcast live with timestamps, daily.

And on intermittency, for anyone keeping score: yesterday afternoon (~16:15) the game ran near-perfectly on my system, measured. Three to four hours later — same machine, same binary — MediumSizeLockupCity, population: me. Whatever gates the frequency swings on a timescale of hours, and it isn’t anything installed on our side of the connection.

Seconding the Known Issues ask, @OWMatt — at this point the thread contains kernel traces with function-level fingerprints, a deterministic mini-reproducer, and now public video evidence across the streaming ecosystem. An acknowledgment would cost a sentence and would tell everyone measuring, clipping, and posting that it’s landing somewhere.

@Dasaries
Happy to — two tiers depending on how deep you want to go:

Tier 1: NVIDIA FrameView (free, easy). Produces CSVs in the 5–20 MB range for a ~60-second capture, depending on framerate. It logs per-frame timing so precisely you can see which part of the pipeline stalls — the key columns are MsBetweenPresents (what you see) and MsBetweenSimulationStart (whether the game engine itself hiccuped, which is the smoking gun for these lockups vs. ordinary render stutter). My protocol, if you want comparable data: start a benchmark capture at a round start, play ~90 seconds normally, and note rough timestamps (a desktop stopwatch works) of anything you feel. If you catch a felt lockup showing 50+ ms in both columns at once, that’s the animal from this thread. One important asterisk: dying doesn’t count — death → killcam → respawn transitions carry an expected 40–100 ms hitch (varies by mode; Stadium’s is the fattest) in my testing, so note when you die and don’t log those as the bug. The interesting specimens are the lockups that hit while you’re just playing. CapFrameX can open/visualize the CSVs too if raw spreadsheets aren’t your thing — and I can share a Python script that summarizes a FrameView log into worst-frames + phase percentiles if you want the exact analysis I run.

Tier 2: Windows Performance Recorder → Windows Performance Analyzer (built into Windows / free ADK). This is the kernel-level layer where the traces in my OP came from — wpr -start GeneralProfile -filemode, play, wpr -stop C:\traces\ow.etl, then open the ETL in WPA. Fair warning: WPA has a genuine learning curve, and it’s a bit less of a curve and a bit more of a brick wall 500 m high. The interesting analysis (wait-chains, per-address sampling) took me days of full-time effort to be able to perform even with online guides and expert help — I won’t pretend that fits in a forum post :"D But even without deep WPA skills, a captured ETL from a machine that hit a lockup is valuable in itself — timestamps of felt freezes plus the file is enough for someone who can read it (me, or ideally Blizzard) to do the rest. (Heads up on disk space: a roughly three-and-a-half-minute ETL capture runs 11–12 GB — roughly 90–100 million recorded events, if memory serves.)

Honestly, the highest-value thing a second person can contribute right now is Tier 1: a FrameView capture from different hardware showing the same signature — simulation-time stalls, machine otherwise idle. Every independent reproduction makes this harder to file under “your PC” — though considering even streamers are hitting it on VOD now, that argument is getting incredibly hard to make anyway.

12 Likes