Issue: ON RTX SPARK ALL MY OTHER (ADMITTEDLY 3 OTHER) GAMES WORK BRILLIANTLY
BUT AOE4 HORRENDOUSLY CHOPPY FRAMES, UNPLAYABLE
TRIED EVERY GRAPHICS SETTING
AND EVERY ARM COMPATIBILITY SETTING
AND EVERY RESTART, DRIVER UPDATE TYPE THING
PLS FIX!!!
THANKS
MASSIVE DETAILS:
Hardware:
ASUS ProArt P16 H7607BA.
NVIDIA RTX Spark N1X: 20-core ARM64 CPU and 6144-core Blackwell RTX GPU.
64 GB installed unified memory.
Native display: 2880×1800; Windows scaling: 200%. Different game resolutions have been tested.
NVIDIA driver 621.01, confirmed in the latest game log.
Measured frame-time evidence
Intel PresentMon 2.6.0 recorded 2,084 frames over approximately 29.8 seconds on 24 October 2026.
In the first 23 seconds, before opening the pause menu:
Measurement Result Average presented frame rate 66.3 FPS Median gap between frame submissions 11.25 ms 99th-percentile gap 77.97 ms Frame gaps exceeding 50 ms 41 Frame gaps exceeding 100 ms 8 Worst gap between submissions 735.59 ms Displayed-frame gap at that hitch 760.83 ms
The worst hitch occurred approximately 15.62 seconds into the recording. That frame reports:
14.60 ms of active GPU work.
706.19 ms of GPU idle time within its GPU interval.
735.35 ms in the application-side interval before Present.
Across the first 23 seconds, active GPU work never exceeded 15.64 ms per frame. This suggests delayed application-side frame delivery rather than simply excessive graphics workload, but does not identify the responsible component.
Core 19 averaged approximately 87% CPU time, while aggregate CPU time averaged 17%. The three busiest cores reported approximately 4.0 GHz around the worst hitch. These are one-second Windows counters and cannot exclude brief throttling.
Separate CPU-trace findings
An earlier Windows Performance Recorder capture contains main/render thread stacks through:
xtajit64se.dll → RtlAcquireSRWLockExclusive → RtlpAcquireSRWLockExclusiveContended → RtlBackoffIt also contains emulator-originated
NtFlushInstructionCachecalls, with kernel work inKeSweepIcacheRangeandHvcallpInitiateHypercall.The main thread had 3,203 of 27,541 sampled instruction pointers at RtlBackoff. This is a sample share, not a measured percentage of frame delay.
Limitations: this older CPU trace predates driver 621.01 and was not simultaneous with the new frame capture. Emulator contention is a specific lead; anti-cheat/anti-tamper involvement and the cause of individual hitches are not established.
The game log initializes threading for 20/20 cores and registers main, simulation and render threads with worker-thread support.
Trigger Event:
Normal gameplay after loading a match. No reliable single triggering action has been isolated.
The game logged opening the pause menu approximately eight seconds after the worst hitch. A separate display-mode transition near the recording’s end produced another spike; that transition is excluded from the gameplay figures above.
Repro Steps:
Launch the installed Microsoft Store/Xbox PC build on the Windows ARM64/N1X system described above.
Load a match and play normally.
Observe repeated uneven motion and hitches despite a reasonable average frame rate.
Lower graphics/resolution or change window mode and retest. The choppiness persists on this machine.
Record frame times. The supplied capture quantifies the problem; reproduction on other machines is not yet established.
Troubleshooting already attempted:
Lower graphics and resolution.
Window-mode changes.
Lower physics quality, followed by restarting.
Updating NVIDIA to 621.01.
Temporary performance-core affinity.
Safe emulation.
An isolated “Disable RWX page performance optimisation” test.
None produced a noticeable improvement. These were troubleshooting attempts, not controlled before/after benchmarks. Temporary affinity was restored, and no
RelicCardinal.execompatibility-layer overrides remained at the latest registry check.Requested investigation:
Please investigate the x64 emulation lock/cache-maintenance paths on N1X and advise whether this is a known compatibility issue. What additional simultaneous CPU/frame trace would your team need to identify the stalls?
The attached evidence ZIP contains frame-time CSV, CPU counters, selected game-log lines, symbolized evidence from the older CPU trace, and analysis notes. The original full CPU ETL is available for a private support upload; please provide a suitable upload route.
Timestamp note: PresentMon’s date labels are one hour ahead of the recorder metadata, game log and CPU counters. The analysis accounts for that offset; original frame timestamps are preserved.