Hardware Accelerated Scheduling is working exactly like it should after Microsoft nvidia & others have been updating it in Windows for the last 6 months. An hour of recording PU metrics in SC with HAS enabled the result is: memory: 14,803mb average / 16,508mb peak. pagefile: 22,969mb average / 24,683mb peak. This is down from 24-26gb of ram average and 30gb+ of pagefile use from 3.4-3.9.1 (current) running WDDM 2.6 and no HAS. It also obviously has the same effect in all other games. If you're on 16gb this is a VERY big deal regarding micro-studders in the game. Star Citizen has constant micro-studder when run on less than 32gb because the usage is so high. Traditionally, things loaded into your vram are duplicated in main memory. HAS decouples this allowing your graphics hardware to decide what it wants to load, significantly reducing memory requirements and slowing how quickly memory is filled. It is a major feature in the new Windows WDDM 2.7 that is included with the new Windows 10 May update (Build 2004+). I will warn; it's not ready for non power-users. While I have not had major crashes in Unity/Unreal/Cryengine/WOT/WOWS/Blizzard games in testing. No strange new graphical issues; there are occasional graphical crashes on boot requiring a hard reset and potential mild troubleshooting (manually launching explorer, etc). Also, while Microsoft has rolled out build 2004 to the public, but not the majority of the public due to issues. Few will currently get the update via Windows Update. Also, enabling WDDM 2.7, to enable HAS requires the separate developer driver branch from nvidia. If you want to play with it: https://www.microsoft.com/en-us/software-download/windows10 And grab a developmental driver above 450.12 (I'm running 451.22). Assuming you don't have access to nvidia developer drivers you may take a shot at one (or modified drivers) here: https://forums.guru3d.com/forums/videocards-nvidia-geforce-drivers-section.21/