Label Meaning Reading What It Suggests
CPU Render thread (game engine preparing frames) 107 fps / 9.1 ms ✅ Fine — your CPU is capable of preparing ~107 fps worth of work
SIM Simulation thread (game logic, AI, physics, networking) 60 fps / 11.2 ms ⚠️ Bottleneck — this is the slowest thread, limiting your overall game frame rate
GPU Graphics rendering (what the GPU can draw) 142 fps / 7.0 ms ✅ Plenty of headroom — GPU is waiting for CPU/Sim thread
MP/s Multiplayer simulation throughput 243.3 Normal for network data rate; not an issue
⚠️ What the Problem Is
Your SIM (simulation) thread is lagging behind the GPU and render thread.
That means:
Your GPU could render 142 fps,
Your CPU render thread could feed ~107 fps,
But your simulation thread can only handle 60 fps,
which makes the entire game limited to ~60 fps.
This is a CPU-side bottleneck, specifically in the game’s simulation code, not GPU rendering.
It often happens in large Battlefield matches (especially 64+ player servers) or when:
You’re running high simulation load (lots of explosions, AI, physics).
The game thread is on a single CPU core that’s getting hammered.
You’re using DirectX 12, which can make frame pacing more dependent on simulation time.
🧩 How to Fix or Improve It
Try these steps:
Enable DX12 (if not already) — or switch back to DX11 to see if it improves thread scheduling.
In BIOS or Windows, make sure CPPC Preferred Cores and Game Mode are enabled.
In RTSS, check CPU usage per core — if one is at 100%, that’s your simulation thread bottleneck.
Lower simulation-heavy settings:
Terrain Quality
Global Illumination
Animation/Physics effects
Turn off future frame rendering (in some cases it stabilises simulation latency).
If you’re streaming or have heavy background tasks, ensure nothing else is contending for CPU time.
🧾 Summary
✅ GPU and CPU render are fine.
⚠️ SIM thread bottleneck = game limited by simulation logic, not graphics.
🛠 Fix: reduce CPU load, experiment with DX mode, check core utilisation.