I think the most important thing is the size of the window I use is a native size for my display
Windows mode always works best when smaller than native size of display ??
You should always try to match the 'native' resolution of your LCD monitor - that way there is a 1:1 mapping of display output to display pixels which is optimum for the clarity and functioning of the LCD screen.
Fullscreen vs windowed as display modes have more to do with window 'focus' - that is, which application window is currently 'in front' of all other windows as well as receiving keyboard and mouse input. Fullscreen mode assumes the application will have exclusive focus as long as it is running. It's still usually possible to switch window focus, but it tends to be less graceful than windowed. Fullscreen also automatically gets rid of the application title bar at the top and the application border around the perimeter. Windowed mode is where the title bar and border remain and typically the application window is smaller than the total size of the screen. It is very easy to switch between applications this way, but some games/applications take a performance hit in windowed mode.
There is also a hybrid display mode called 'borderless window'. It aims to provide the fullscreen experience by removing the title bar, removing the application border, and typically matching the window size to the full resolution of the display, all the while maintaining the graceful switching between programs that windowed mode provides.
WitP:AE doesn't have a true borderless window mode, but it is possible to emulate it. Run the game at a forced resolution matching the native or max resolution of your display. Then use an application like DisplayFusion to move the window a certain number of pixels in both the 'x' and 'y' axis in order to push the title bar and application border offscreen. If done right, you'll have a fullscreen experience with easy switching to Tracker and whatnot - useful while playing WitP:AE.
Scroll Delay, mouse movement and speed of turn execution all improved when I added -SingleCpuOrders
Most these games engines were launch prior to duo-core let alone quad etc... Single CPU often works best for older games because they were designed that way ??
Not sure this is 100% accurate but both solutions work for me.
Applications are executed in 'threads'. Until multi-core CPUs came along, applications ran in a single thread so no design considerations were made for multi-threaded operation. Every application has a 'flow of execution' which starts at the first line of code and works its way down, line by line, until the very end; however, there are things like loops and conditional statements in programs which can cause the flow of execution to deviate from a single pass, top to bottom flow. If the program wasn't compiled/interpreted to coordinate multiple threads executing the program at the same time, it can lead to problems that actually slow the program down instead of speeding it up. Imagine that you were knitting the same blanket with three other people, but you weren't allowed to communicate with them in any way. It could lead to some interesting situations when two or more of you tried to work in the same spot. Applications written for multi-threaded operation would allow communication between the knitters and would lay some ground rules as to how to divide up the work.
Depending on a lot of particulars about how a program was written, some single-threaded applications fare better in a multi-threaded environment than others.