It's true that all those things can have effects, but jerkstop is unique. I suspect that the things listed above would much more likely manifest as lag, as we have pretty well identified lag as a drawing issue with particle effects. BTW, next time around we're going to turn FOW back on in Hommlet for WotGS. Hopefully that will reduce the payload on systems since it won't have to draw everything. Also, I think it's probably appropriate as you really shouldn't be able to scroll around and see where everyone is. Well it would definitely be a workaround, not a fix, but if JS only occurs on the Hommlet map it would be just as good, essentially. I guess we don't yet know the root cause and may never know it. We are down to only a few possibilities though, of which persistent data seems most likely to me. That's pretty deeply ingrained in the mod now though - lots of scripts use it if I understand correctly, like the extraplanar chest and maybe the modern timed events system. Taking it back out would be a major PITA. Unfortunately ToEE is probably a poor choice to judge based on normal factors such as these, since it runs so un-optimally to begin with. Elimination is indeed about all we can do, but we've almost run out of things to eliminate. Avoidance appears more and more attractive due to the fact that the deduction process is so slow. We could test for a hundred years and still not be any further ahead.
If this gets rid of jerkstop, do it. I'm just surprised that it could work. I'm looking forward to starting WotGS for the first time.
I'm playing on a HP pavillion dv6 Notebook. Ran in to jerkstop in a few places with settings at 1280x768 with high particle density, anti aliasing clicked and the other 2 checked. Tuned down particles to lowest and unchecked all options. Jerkstop was greatly improved. I haven't noticed much detail loss. It started happening again after changing levels and finishing an encounter. Could it have something to do with calculating loose item positions or corpses, etc?
Just a reminder: Jerkstop is not lag - intermittant screen freezing or stuttering. Jerkstop is when a movement command results in normal movement that terminates normally before all of the movement command has been completed.