Re: [Old Report] Low GPU Usage and Framerate - WRC - DLSS no change
@JesseDeyaI want to say sorry for being snarky last time. Having a bad day is no excuse to be harsh.
On the topic though. I obviously don't know how much you know about computers, architecture, programming but you're wrong in saying that this isn't a CPU bottleneck. The truth is, there are only two types of performance you have to balance in games. CPU and GPU.
If your framerate is unlocked and GPU is not nearing 99%-100% then it's 90% likely to be a CPU bottleneck. The rest 10% might be bandwidth limitations from fetching things out of VRAM (not likely with our GPUs BUT the game is very hesitant to use more than 8 GB of VRAM). In the real world, it's actually quite hard to use 100% of even a single core. That's reserved for benchmarks designed specifically to do it.
So, back to WRC. The GPU power drop and clock drop occurs exactly because it's waiting for commands from CPU after it completed a frame. Our monitoring tools are not great at showing that as every value we get is just a mean of the results from some time period. GPU switches to the max clock, does the work and clocks back.
Another hint for the CPU bottleneck is that my framerates in problematic situations went up after replacing 5950X with 5800X3D.It has better single-core performance for gaming
On the other hand, you actually have the most important metric on your graphs that points to a CPU bottleneck. GPU busy metric. I would like you to show it in the frametimes graph.
Another this is that the CPU load doesn't go down that much compared to GPU load. That's because this graph is not showing per-thread load. You'd see that The main thread is doing the same work, or even slightly more (as it's pretty heavily used from the get go) but it's the rest of the threads that go down.
Yeah. That's a CPU bottleneck clear as day. I'll fire up my windows machine later and try CapframeX as well.