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It's great that you did all these graphs, but you failed at one thing. You only look at overall CPU utilization. If you look at per-thread load, you'll see that it IS CPU bottleneck as when the framerate drops, one thread is 100% loaded and slows down everything else.
I don't understand how people can do such extensive thing yet fail to take into account such basics.
UE render thread is fully loaded and that causes slowdowns. This happen in certain places (triggered by loading next map tile).
@Lawstorant wrote:It's great that you did all these graphs, but you failed at one thing. You only look at overall CPU utilization. If you look at per-thread load, you'll see that it IS CPU bottleneck as when the framerate drops, one thread is 100% loaded and slows down everything else.
I don't understand how people can do such extensive thing yet fail to take into account such basics.
UE render thread is fully loaded and that causes slowdowns. This happen in certain places (triggered by loading next map tile).
I didn't fail to do anything, drop the attitude. K thx.
Clearly you failed to look at the results which show max thread load.
Here is the same graph as above but showing CPU Max Thread Load (the red line), for those of you with an inability to interpret results.
Notice how the most loaded thread:
- Averages 74%
 - Doesn't exceed 91%
 - Actually DROPS at the same time GPU utilisation does.
 
I cannot stress this enough, this is NOT a CPU issue. This is a game bug.

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