![]() SSD's in the background use the free space on the drive to move data around to make writes to the drive more uniform, so you don't have one part of the SSD fail significantly earlier than expected, and if done correctly the SSD will usually outlive its usefulness to you before it flips to read only from too many writes.īut if you get close to filling up the drive, the wear leveling algorithm can't do its job efficiently. The locations where data is stored on an SSD have a limited number of writes they can tolerate. ![]() You always want to get more SSD space than you actually need because of how SSD wear leveling and caching algorithms use the free space. I expected low performance due to the age of the laptop but I'm now wondering if everything I'm experiencing is normal or if an upgrade could be worth in my case.ĬPU: Hewlett-Packard with Intel(R) Core(TM) i7-4510U CPU 2.00GHz (2 cores) Also playing what I have done for testing is almost always below 30fps whenever I start putting lots of elements in the scene. Syncing whenever I change a script takes 15-20 seconds and when the number of scripts and the amount of lines start getting big (over 500 lines) performance slows down nd tales even longer. I'm doing it with a relatively old laptop (from 2015), that has good enough specs to run VS and Unity, however it does have more hiccups than desirable. I started a couple of weeks ago with Unity. Mod notice: Use this sticky thread instead here:
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