Seeing problems with TeaTimer & Guild Wars
My system setup is as follows:
CPU - AMD Athlon XP 2600+ Barton
Mobo - Asus A7V880
Memory - 1 gig (2 x 512M PC3200)
Video - Leadtek A6600 GT TDH 128 MB
OS - WinXP Home w/ SP2
Virus checker - Free AVG
Firewall - ZoneAlarm
I recently installed spybot, and I have updated to all the latest file versions. When doing normal surfing, e-mail or other very basic activities, it seems to be working fine. I noticed that my bootup is now somewhat slower, but that's not a big problem since I often leave my system powered up for long stretches.
However, when I attempt to play Guild Wars with teatimer running, I'm now encountering severe problems:
- It now takes a very long time to connect. Previously, logins took less than a second, and the "connecting..." dialog box would be gone in a blink before you could read it. Now it hangs there for several seconds, or even several minutes.
- If I do manage to get into the game, I am seeing my initial ping numbers reported from the game in the 10,000 ms range. Normally these are below 200ms. Eventually, if I sit in one spot long enough, they will drop to normal, but then when I cross maps/zones, they spike back up into the few thousands range.
- On a related note with the map and zone crossing, it normally only takes a couple seconds for my machine to load the map and switch to the map area. With teatimer running, it now sits at the loading screen for a long time (10 to 30 seconds, compared to 1 to 2 seconds before), and then it finally shows the map area.
- During normal gameplay, I now see a lot of lag where I never did before. Also, my frame rates drop down to around 20 fps in some areas where I usually got 30-35 before.
If I kill off teatimer, all of these problems go away. From reading posts at a couple of Guild Wars forums, I found I am not alone in having teatimer issues with Guild Wars. Their solution has been to kill off teatimer.
Besides killing teatimer, are there any suggestions in how to solve this problem?
From the behavior I'm experiencing, it almost seems like teatimer is actively checking packets sent during gameplay. That doesn't seem necessary, but perhaps there is no way to easily classify those transfers differently to easily ignore them?