The frame rate may be identical, but this change seems to negatively affect performance on dual-core CPUs (frequent framerate drops, stutering, stalls) when there are heavy hard drive accesses / shader cache generation.
The old method (no yielding) produced very stable framerates even during heavy HDD "grinding" on a fragmented hard drive.
The old method (no yielding) produced very stable framerates even during heavy HDD "grinding" on a fragmented hard drive.
