Playing Music Slows Vista Network Performance?
An anonymous reader writes "Over the months since Vista's release, there has been no doubt about the reduced level of network performance experienced compared to Windows XP. However, some users over at the 2CPU forums have discovered an unexplained connection with audio playback resulting in a cap at approximately 5%-10% of total network throughput. Whenever any audio is being sent to a sound card (even, several users report, while paused), network performance is instantly reduced. As soon as the audio is stopped, the throughput begins to climb to its expected speed. It's a tough one for users — what do you pick, sound or speed? So much for multi-tasking."
Of course you can write anything you want negatve about MS in /. and some fanboys will refuse to believe it with one anecdotal test....
I sort of want some proof before I start stringing people up.
You must be new here . . . but how did you grab such a low UID?
That's a low ID? :)
Three Step Plan:
1. Take over the world.
2. Get a lot of cookies.
3. Eat the cookies.
I just tried it ago five minutes ago. As soon as I started streaming, all my cable in the house caught fire and my house burned down. Then a Microsoft guy came and peed on the ashes. It was awful.
Run along, newbie.
Dewey, what part of this looks like authorities should be involved?
$7.95/mo, 200 GB disk, 2TBxfer, MySQL, PHP, RoR.
Who are you calling a newbie, newbie?
...phil
"For a list of the ways which technology has failed to improve our quality of life, press 3."
I hear Duke Nukem Forever is exclusive to Windows PecanPie and DirectX 11 (Whipped Cream Edition) since it could never run on some weak DX10 platform due to the new hyper-channel mega buss that cannot be back-ported into such a weak platform. They also claim at least 349% boost to disk access rates simply by using off the shelf Microsoft Win-SSD Ultra drives (available only at a premium price of 40% above other drives).
Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
Check out my lame java blog at www.javachopshop.com
It uses the microphone to detect echo from your head. This starts with the first approximation that your head is symmetrical, smooth, and round. If the echo shows any sign of left/rigth asymmetry, it brings in the next layer of feedback control by simulating a rotated ovoid head, and progressively brings in more features such as topological variations (nose, eyes, ears, open mouth). It is continually trying various time delays to make sure it isn't confused by emenations from your own mouth, nose, or ears (tintinabulation).
Once it determines the maximum quality feedback parameters, it backs off various parameters to try to reduce the computational footprint. It keeps a record of these adjustments and periodically adds them back in temporarily to make sure the basic parameters are still valid. If any of these trials show the need, it will restart the complete feedback search cycle.
Where does the network figure in all this, you ask? Simple. All that I have described so far is reactive feedback. An ounce of prevention is worth a pound of cure, or more usefully, predicting how much feedback control is necessary can pay bigger dividends -- more bang for the buck, so to speak -- than reactive analysis. If it can tell what you are doing from packet analysis, it has a better chance of predicting your head position. It looks at HTML pages and tries to guess what content is shown, in order to know if it is likely to affect your head position, and then tries to guess where that content will show on the screen, in order to predict where your head will be.
Coupled with mouse and keyboard controls, this can lead to amazing sound quality from the piss-poor speakers found on most laptops, even simulating 5.1 speaker systems with just the two speakers found on most computers.
Now you know.
Infuriate left and right