You usually need to click "More Info" then "Run Anyway."
The game is currently only available for . It is not optimized for Mac, Linux, or mobile. OS: Windows 7 or higher. Processor: 2.5 GHz or faster. Memory: At least 4 GB of RAM. Graphics: Dedicated GPU recommended (DX11 compatible). ⚠️ Security & Safety
Since the game is an indie project and not digitally signed by a major publisher, your computer might flag it. Windows Defender may block the file.
Yandere Simulator Free Download (v09.03.2023) Direct
You usually need to click "More Info" then "Run Anyway."
The game is currently only available for . It is not optimized for Mac, Linux, or mobile. OS: Windows 7 or higher. Processor: 2.5 GHz or faster. Memory: At least 4 GB of RAM. Graphics: Dedicated GPU recommended (DX11 compatible). ⚠️ Security & Safety Yandere Simulator Free Download (v09.03.2023)
Since the game is an indie project and not digitally signed by a major publisher, your computer might flag it. Windows Defender may block the file. You usually need to click "More Info" then "Run Anyway
This could have to do with the pathing policy as well. The default SATP rule is likely going to be using MRU (most recently used) pathing policy for new devices, which only uses one of the available paths. Ideally they would be using Round Robin, which has an IOPs limit setting. That setting is 1000 by default I believe (would need to double check that), meaning that it sends 1000 IOPs down path 1, then 1000 IOPs down path 2, etc. That’s why the pathing policy could be at play.
To your question, having one path down is causing this logging to occur. Yes, it’s total possible if that path that went down is using MRU or RR with an IOPs limit of 1000, that when it goes down you’ll hit that 16 second HB timeout before nmp switches over to the next path.