Forum Discussion

Re: [Old Report] Low GPU Usage and Framerate - WRC - DLSS no change


@Jasonatic0815 wrote:

Nearly the same for me as well. Running on a 5800X3D with an RX 7900XT, 32GB, 1440p the gpu usage is most of the time between 60-70% and just sometimes goes up. CPU usage is around 30% Tried different settings switching between FSR quality and native also trying different controllers (TM T300 + CSL-Elite V1 and PS4 controller). Makes no real difference.

It also seems that it´s getting worse at the end of a stage.Tested with 12th stage of Monaco several times and there at the end framerate drops dramatically and dips below 50fps (ultra preset with mirrors on low), while GPU and CPU usage stays at a flat 50% and 30%. So lots of performance available but totaly unused.

It was this way before and after Patch 1.3 with maybe some slight fps improvements after patch (around +5fps).


This is "take two" posting this. This first time it "disappeared" magically 5 minutes after posting. Not saying a mod deleted it, probably just a Christmas miracle. 🤔

EDIT: And it's magically back again. Now I have two posts saying the same thing... but will leave them both up.

@Jasonatic0815 You're right, the GPU performance (utilisation) drops at the end of a stage. It seems to affect different people in different ways, some drop to 50%, some 60%, for me it's always 80% 

What I've found (see below), is that this is consistently at the same spot on a stage, and is highly repeatable. There is some kind of game bug making this happen.


@Aldo_Zampatti wrote:

For what is worth, I spent a few hours playing around with settings and I found out that If I keep everything at ultra or high settings but put CAR REFLECTIONS to Ultra Low, Mirrors to the lowest quality (also Ultra Low I think) and CROWDS to Low or lower,  framerate and GPU utilization go way higher and I gain a TON on smoothness (I play at 144hz).

My setup is very similar to lots of people here (as I stated on a previous post), 5800x3D  + 7900xtx.

I think some settings might be "broken" as I don't see a single core on my CPU getting to 100% (which might normally be the case for cpu-bound scenarios, which this looks like is not)


Using these settings (mixed with Ultra @ 4K HDR with no upscaling) helped me achieve 97-100% GPU utilisation, but stilll couldn't prevent the game forcing the GPU to drop to 80% at some point during the stage.

I captured performance across a short (7km) stage in Sweden, where you can see the actual run (first screenshot), and then a looping 3x replay of the run (second screenshot). In each case the GPU drops to 80% utilisation at the same point. The replay is the most telling, as you can see as soon as the replay loops back to the start the artificial 80% limitation is removed and GPU utilisation returns to 97-100%.

5800X + 7900XTX

I run a custom water cooled rig where thermal throttling is not an issue.

  • GPU has a 550W bios, PSU is 1200W, power is not a limitation.
  • CPU isn't even close to taxed at any point (average 27% max 60%)

This does not appear to be a hardware issue:

  • Happens to AMD and NVIDIA
  • Happens to multiple models of GPUs
  • Happens across multiple CPUs, CPU bottleneck does not appear to be a factor
  • Happens regardless of GPU driver or settings
  • Happens when thermal and power limits are completely removed
  • If it was an issue with plugged in USB devices (as others have speculated), it surely wouldn't occur at the same spot each run.

This is unlikely to be a Windows issue:

  • If it was a scheduling issue it wouldn't occur at exact the same point in a stage
  • If it was a background task or service issue it wouldn't occur at exactly the same point in a stage

Sweden 7km - Game Play Run (hood view) - click for full size image.

Sweden 7km - 3x Looping Replay (cockpit view) - click for full size image.

2 Replies

  • Lawstorant's avatar
    Lawstorant
    New Scout
    2 years ago

    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).

  • JesseDeya's avatar
    JesseDeya
    New Traveler
    2 years ago

    @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.

    Click for full size image.