This works for me also, actually here `s what happens. My system is i7 6700 3.7 Ghz, R9 280x 3Gb, 8 Gb DDR4. Changing in game the RenderDevice.RenderAheadLimit:
RenderDevice.RenderAheadLimit 1 - significantly lowers and limits the GPU usage to 70 %(can not reach higher) . CPU usage lowers abit down to 70 %. A lot of sluttering and FPS limited to 50.
RenderDevice.RenderAheadLimit 0 - (default value) - 99 % GPU Usage | 95-100 % CPU Usage.
RenderDevice.RenderAheadLimit 2 - 99 % GPU Usage | 70-85 % CPU usage.
RenderDevice.RenderAheadLimit 3 - 99 % GPU Usage | 70-85 % CPU usage.
In my configuration RenderDevice.RenderAheadLimit 2 gives the best combo. Hyperthreading is enabled.
Works for me but wasn’t the entire solution as i still had background apps that tried to jump into the gap
Game now runs much better with this + 70% of the processor to itself.
going to prepackage this fix and throw a quick app up on git hub for the needy yet lazy people (might stem the tide of the WHY WONT THEY DM ME ABOUT A FIX threads)
RenderDevice.RenderAheadLimit 2 seems to be best for me. I have i5 6600K @ 4.4,ghz 16gb DDR4 2800mhz GTX 1070 2050mhz, stutter seems to be gone, but not 100% sure. RenderDevice.RenderAheadLimit 1 made my game lag, GPU usage was 58%, with RenderDevice.RenderAheadLimit 2 I have my CPU 100% and GPU%, but runs alot smoother and responsive.