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The correct fix depends on which part of the frame is actually slow.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"model-note\",\"data\":{\"body\":\"The Bottleneck Response Test and Setting Sensitivity Map below are practical Figure Rocks diagnostic models. They are not formal Intel, NVIDIA or engine-vendor standards.\",\"title\":\"The model used in this article\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-preset\",\"data\":{\"text\":\"A graphics preset is not a universal performance knob\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-preset-1\",\"data\":{\"text\":\"Graphics menus group many different workloads under one screen. Some settings mainly increase GPU work. Others increase CPU work, memory traffic, asset streaming or both.\"},\"type\":\"paragraph\"},{\"id\":\"p-preset-2\",\"data\":{\"text\":\"Lowering resolution is a good example. It usually reduces the number of pixels the GPU must shade. If the GPU was the limiting component, FPS can rise substantially. If the CPU was already taking longer to prepare each frame than the GPU took to render it, reducing pixel work may leave the final frame rate almost unchanged.\"},\"type\":\"paragraph\"},{\"id\":\"p-preset-3\",\"data\":{\"text\":\"Intel's own CPU\u002FGPU bottleneck guidance makes this distinction explicit: lowering resolution can free GPU resources, while settings such as draw distance can influence CPU performance. The effect depends on the scene and workload rather than on a single universal “low preset = faster” rule.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The Bottleneck Response Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"response-test\",\"data\":{\"steps\":[{\"label\":\"1. Record a repeatable baseline\",\"description\":\"Use the same save, scene, route or benchmark and record FPS plus frame-time behavior.\"},{\"label\":\"2. Make one large GPU-oriented change\",\"description\":\"Drop resolution or another clearly GPU-heavy setting enough that the difference should be measurable.\"},{\"label\":\"3. Measure the response\",\"description\":\"If FPS rises materially, GPU work was contributing to the limit. If FPS barely moves, look beyond raw GPU rendering load.\"},{\"label\":\"4. Inspect CPU\u002FGPU timing\",\"description\":\"Use timing or utilization tools to see whether the GPU is busy for most of the frame or waiting for upstream work.\"},{\"label\":\"5. Test CPU-sensitive settings\",\"description\":\"Crowd density, simulation, draw distance, object count or similar settings may affect CPU-side work in some games.\"},{\"label\":\"6. Check non-render limits\",\"description\":\"Frame caps, V-Sync, streaming, memory pressure, background work and game-engine limits can flatten scaling.\"},{\"label\":\"7. Repeat under the same conditions\",\"description\":\"A useful diagnosis depends on comparable runs, not on two unrelated gameplay moments.\"}],\"title\":\"Use setting changes as a diagnostic experiment\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"probe-rule\",\"data\":{\"body\":\"A setting change is not only an optimization. It is a \u003Cstrong>probe\u003C\u002Fstrong>. The way FPS responds tells you something about the bottleneck.\",\"title\":\"The useful rule\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-resolution\",\"data\":{\"text\":\"Why lowering resolution is such a useful test\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-res-1\",\"data\":{\"text\":\"Resolution changes the amount of pixel work the GPU performs. That makes it one of the clearest first tests for separating a strongly GPU-limited situation from one limited elsewhere.\"},\"type\":\"paragraph\"},{\"id\":\"resolution-table\",\"data\":{\"rows\":[{\"id\":\"large\",\"label\":\"Large FPS increase\",\"values\":{\"next\":\"Tune GPU-heavy settings, resolution, upscaling or image-quality trade-offs\",\"result\":\"FPS rises strongly\",\"meaning\":\"GPU rendering load was an important constraint\"}},{\"id\":\"small\",\"label\":\"Small FPS increase\",\"values\":{\"next\":\"Inspect CPU\u002FGPU timing and CPU-sensitive settings\",\"result\":\"FPS barely changes\",\"meaning\":\"CPU, simulation, frame cap, streaming or another non-pixel workload may be limiting\"}},{\"id\":\"mixed\",\"label\":\"Mixed response\",\"values\":{\"next\":\"Inspect frame-time spikes, streaming, CPU scheduling and memory behavior\",\"result\":\"Average rises but lows\u002Fstutter do not improve\",\"meaning\":\"GPU throughput improved but the slow-frame cause remains elsewhere\"}},{\"id\":\"capped\",\"label\":\"No response at a fixed ceiling\",\"values\":{\"next\":\"Identify the limiter before changing quality settings further\",\"result\":\"FPS stays exactly at the same ceiling\",\"meaning\":\"A frame cap, V-Sync limit or engine cap may be active\"}}],\"title\":\"What a large resolution change can tell you\",\"layout\":\"table\",\"columns\":[{\"id\":\"result\",\"label\":\"Observed result\"},{\"id\":\"meaning\",\"label\":\"Likely interpretation\"},{\"id\":\"next\",\"label\":\"Next step\"}]},\"type\":\"comparison\"},{\"id\":\"h-cpu100\",\"data\":{\"text\":\"CPU-bound does not mean “the CPU is at 100%”\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-cpu-1\",\"data\":{\"text\":\"A common mistake is to look at total CPU utilization and conclude that the CPU cannot be the bottleneck because it shows 40 or 60 percent.\"},\"type\":\"paragraph\"},{\"id\":\"p-cpu-2\",\"data\":{\"text\":\"Games do not necessarily distribute their most important frame work perfectly across every core. One or a few critical threads can determine when the next frame can be submitted even while other cores remain less busy.\"},\"type\":\"paragraph\"},{\"id\":\"p-cpu-3\",\"data\":{\"text\":\"Intel recommends CPU\u002FGPU balance analysis rather than relying on one utilization percentage. PresentMon's GPU Busy metric is specifically designed to help evaluate how much of the frame interval the GPU is actually executing work.\"},\"type\":\"paragraph\"},{\"id\":\"h-map\",\"data\":{\"text\":\"The Setting Sensitivity Map\",\"level\":2},\"type\":\"header\"},{\"id\":\"sensitivity-table\",\"data\":{\"content\":[[\"Setting class\",\"Often stresses\",\"Why FPS may or may not respond\"],[\"Resolution \u002F render scale\",\"Mostly GPU pixel workload\",\"Large response when GPU-limited; little response when CPU-limited\"],[\"Ray tracing \u002F heavy lighting\",\"GPU\",\"Can strongly reduce GPU frame time when lowered\"],[\"Shadows\",\"GPU, sometimes CPU\",\"Depends on shadow distance, object count and engine implementation\"],[\"Draw distance \u002F object distance\",\"CPU + GPU\",\"More objects can increase submission, simulation and rendering work\"],[\"Crowd \u002F NPC density\",\"Often CPU + GPU\",\"AI, animation and simulation can increase CPU-side cost\"],[\"Textures\",\"VRAM \u002F memory bandwidth more than pure compute\",\"May affect stutter or memory pressure without large average-FPS changes\"],[\"Effects \u002F volumetrics\",\"Mostly GPU\",\"Often useful when GPU execution time is high\"],[\"Physics \u002F simulation quality\",\"Often CPU\",\"Can remain expensive even at low resolution\"],[\"Upscaling\",\"GPU workload and image pipeline\",\"Useful mainly when GPU-side rendering cost is significant\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"tendency-warning\",\"data\":{\"body\":\"A setting name does not guarantee where the cost occurs. Engines implement shadows, crowds, streaming, physics and visibility differently. Measure the actual game.\",\"title\":\"These are tendencies, not universal rules\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-lowgpu\",\"data\":{\"text\":\"Low GPU utilization can be a symptom, not the disease\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-lowgpu-1\",\"data\":{\"text\":\"If the GPU is waiting for the CPU or another upstream part of the pipeline, GPU utilization can fall even though the frame rate is low.\"},\"type\":\"paragraph\"},{\"id\":\"p-lowgpu-2\",\"data\":{\"text\":\"Intel describes this general pattern as a bottleneck: one component limits another component's ability to reach its potential. Its developer guidance also shows CPU-bound scenarios in which the GPU is idle while waiting for CPU work.\"},\"type\":\"paragraph\"},{\"id\":\"p-lowgpu-3\",\"data\":{\"text\":\"That does not mean every 70-percent GPU reading proves a CPU bottleneck. Frame caps, loading, menus, power management, telemetry behavior and scene transitions can all affect utilization. Timing is stronger evidence than a single percentage.\"},\"type\":\"paragraph\"},{\"id\":\"h-util\",\"data\":{\"text\":\"Why higher GPU utilization is not always the goal\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-util-1\",\"data\":{\"text\":\"A GPU at 99 percent utilization can be perfectly normal when the goal is maximum image quality or throughput. A GPU below 99 percent can also be perfectly normal when the frame rate is capped or the game is intentionally leaving headroom.\"},\"type\":\"paragraph\"},{\"id\":\"p-util-2\",\"data\":{\"text\":\"The useful question is not “How do I force 100% GPU?” It is “What is preventing the frame from completing sooner, and do I actually need it to complete sooner?”\"},\"type\":\"paragraph\"},{\"id\":\"h-cap\",\"data\":{\"text\":\"Frame caps can make settings look ineffective\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-cap-1\",\"data\":{\"text\":\"If a game is capped at 120 FPS and already reaches 120 FPS, lowering graphics settings cannot make the displayed frame rate rise above that cap.\"},\"type\":\"paragraph\"},{\"id\":\"p-cap-2\",\"data\":{\"text\":\"The extra headroom may still matter: GPU load, power consumption, fan noise or latency behavior can change even though the FPS counter remains fixed.\"},\"type\":\"paragraph\"},{\"id\":\"p-cap-3\",\"data\":{\"text\":\"Before treating unchanged FPS as evidence of a CPU bottleneck, check whether a game limiter, driver limiter, V-Sync behavior or another presentation limit is holding the rate at a fixed ceiling.\"},\"type\":\"paragraph\"},{\"id\":\"h-upscale\",\"data\":{\"text\":\"Why DLSS, FSR or lower render scale sometimes do almost nothing\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-up-1\",\"data\":{\"text\":\"Upscaling technologies reduce the resolution of part of the rendering workload and reconstruct the final image. That is highly useful when pixel rendering is expensive.\"},\"type\":\"paragraph\"},{\"id\":\"p-up-2\",\"data\":{\"text\":\"But if the CPU or simulation already determines the frame interval, reducing GPU pixel work may not meaningfully increase the base rendered frame rate.\"},\"type\":\"paragraph\"},{\"id\":\"p-up-3\",\"data\":{\"text\":\"This is why a game can show almost the same FPS at native resolution and at a much lower internal render resolution. The GPU received spare capacity, but the next frame still cannot start or finish sooner because another dependency is slower.\"},\"type\":\"paragraph\"},{\"id\":\"h-fg\",\"data\":{\"text\":\"Frame Generation is a special case\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-fg-1\",\"data\":{\"text\":\"Frame Generation complicates the usual FPS interpretation because generated frames can increase displayed frame output without requiring the CPU to simulate every generated frame.\"},\"type\":\"paragraph\"},{\"id\":\"p-fg-2\",\"data\":{\"text\":\"NVIDIA explicitly documents this as one of the reasons DLSS Frame Generation can raise displayed frame rate in CPU-limited scenarios. That does not mean the original CPU bottleneck disappeared; it means the presentation pipeline can produce additional frames beyond the CPU's native simulation\u002Frender submission rate.\"},\"type\":\"paragraph\"},{\"id\":\"p-fg-3\",\"data\":{\"text\":\"For diagnosis, separate base rendered performance, generated-frame output and input latency instead of treating one FPS counter as the whole system.\"},\"type\":\"paragraph\"},{\"id\":\"h-latency\",\"data\":{\"text\":\"Responsiveness and FPS are not the same measurement\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-lat-1\",\"data\":{\"text\":\"A CPU or GPU bottleneck also affects latency differently. NVIDIA Reflex documentation separates the latency pipeline into stages including input, simulation, render submission, driver, render queue and GPU rendering.\"},\"type\":\"paragraph\"},{\"id\":\"p-lat-2\",\"data\":{\"text\":\"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.\"},\"type\":\"paragraph\"},{\"id\":\"p-lat-3\",\"data\":{\"text\":\"So the correct question may not be “Did FPS rise?” but “Did the part of the pipeline I care about get faster?”\"},\"type\":\"paragraph\"},{\"id\":\"h-diag\",\"data\":{\"text\":\"The Wrong-Bottleneck Diagnostic\",\"level\":2},\"type\":\"header\"},{\"id\":\"wrong-bottleneck-flow\",\"data\":{\"steps\":[{\"label\":\"1. Check the cap\",\"description\":\"Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.\"},{\"label\":\"2. Drop resolution significantly\",\"description\":\"Use a large enough change to produce a clear GPU-work difference.\"},{\"label\":\"3. Compare average and frame time\",\"description\":\"Small throughput response suggests the main limit is elsewhere.\"},{\"label\":\"4. Compare GPU Busy with frame time\",\"description\":\"A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.\"},{\"label\":\"5. Test CPU-sensitive options\",\"description\":\"Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.\"},{\"label\":\"6. Watch memory and streaming\",\"description\":\"Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.\"},{\"label\":\"7. Change only one class of workload at a time\",\"description\":\"Otherwise you cannot tell which change actually affected the bottleneck.\"}],\"title\":\"When Low settings and Ultra settings perform almost the same\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-menu\",\"data\":{\"text\":\"Do not optimize from the settings menu alone\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-menu-1\",\"data\":{\"text\":\"Graphics presets are designed for usability, not for exposing the engine's performance architecture.\"},\"type\":\"paragraph\"},{\"id\":\"p-menu-2\",\"data\":{\"text\":\"A “Medium” preset may change ten unrelated variables at once. If performance improves, you still do not know which change mattered. If it does not improve, one CPU-heavy or streaming-heavy option may still dominate.\"},\"type\":\"paragraph\"},{\"id\":\"p-menu-3\",\"data\":{\"text\":\"For troubleshooting, individual changes are slower but much more informative.\"},\"type\":\"paragraph\"},{\"id\":\"h-order\",\"data\":{\"text\":\"A practical tuning order\",\"level\":2},\"type\":\"header\"},{\"id\":\"tune-order\",\"data\":{\"steps\":[{\"label\":\"Baseline\",\"description\":\"Capture the problem scene with the current settings.\"},{\"label\":\"Determine GPU sensitivity\",\"description\":\"Change resolution\u002Frender scale or another strong GPU setting.\"},{\"label\":\"Determine CPU sensitivity\",\"description\":\"Change population, draw distance, simulation or other CPU-relevant settings when available.\"},{\"label\":\"Check memory pressure\",\"description\":\"Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.\"},{\"label\":\"Check pacing and limits\",\"description\":\"Review frame caps, V-Sync, VRR and frame-time consistency.\"},{\"label\":\"Apply the cheapest visual trade-off\",\"description\":\"Once the bottleneck is known, reduce the settings that buy the most performance for the least visual cost.\"}],\"title\":\"Tune the bottleneck instead of the label\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"The exact bottleneck can change from scene to scene. An indoor corridor may be GPU-limited while a dense city or strategy battle becomes CPU-limited. The diagnosis should therefore target the workload that actually causes the performance problem.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Frame Generation, dynamic resolution, engine-level adaptive quality and future scheduling systems can also make simple FPS scaling less intuitive. The core method still holds: change one workload, observe the response and identify which stage stopped improving.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"This article provides a diagnostic framework, not a universal mapping of every graphics setting to CPU or GPU cost. Engine architecture determines the real workload.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"If Low and Ultra deliver nearly the same FPS, do not keep lowering random settings.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"Use the lack of scaling as evidence. Test resolution, inspect CPU\u002FGPU timing, check caps, then target the settings that affect the limiting workload. Performance tuning becomes much easier once you stop asking “Which setting is expensive?” and start asking “Which component is preventing the next frame from finishing sooner?”\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"Because the GPU may not be the component limiting the frame rate. CPU work, simulation, streaming, a frame cap or another pipeline constraint can determine the frame interval.\",\"question\":\"Why does lowering graphics settings not increase my FPS?\"},{\"id\":\"faq2\",\"answer\":\"A small difference can indicate that pixel rendering is not the dominant limit in that scene. Test CPU\u002FGPU timing and confirm that no frame cap is active.\",\"question\":\"Why do 1080p and 1440p give me almost the same FPS?\"},{\"id\":\"faq3\",\"answer\":\"No. It can also result from frame caps, loading, menus, power behavior or other limits. Use timing data and controlled tests rather than one utilization number.\",\"question\":\"Does low GPU usage always mean a CPU bottleneck?\"},{\"id\":\"faq4\",\"answer\":\"Yes. Critical game work may depend on one or a few threads while other cores remain less utilized.\",\"question\":\"Can a game be CPU-bound when total CPU usage is below 100%?\"},{\"id\":\"faq5\",\"answer\":\"It varies by engine, but draw distance, object count, crowds, simulation, physics and some shadow systems can increase CPU-side work.\",\"question\":\"Which graphics settings affect the CPU?\"},{\"id\":\"faq6\",\"answer\":\"Upscaling mainly reduces GPU rendering workload. If the CPU or another stage already limits frame production, reducing pixel work may produce little additional base FPS.\",\"question\":\"Why does upscaling not improve FPS in some games?\"}],\"title\":\"Graphics settings, CPU bottlenecks and low GPU usage\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key bottleneck terms\",\"entries\":[{\"term\":\"CPU-bound\",\"anchor\":\"cpu-bound\",\"definition\":\"A performance state in which CPU-side work or submission prevents frames from being produced faster even if the GPU has additional capacity.\"},{\"term\":\"GPU-bound\",\"anchor\":\"gpu-bound\",\"definition\":\"A performance state in which GPU execution consumes the limiting portion of the frame budget.\"},{\"term\":\"Scaling response\",\"anchor\":\"scaling-response\",\"definition\":\"The change in performance produced by changing a workload such as resolution or graphics quality.\"},{\"term\":\"GPU Busy\",\"anchor\":\"gpu-busy\",\"definition\":\"An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.\"},{\"term\":\"Bottleneck Response Test\",\"anchor\":\"bottleneck-response-test\",\"definition\":\"A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.\"},{\"term\":\"Setting Sensitivity Map\",\"anchor\":\"setting-sensitivity-map\",\"definition\":\"A Figure Rocks planning model that groups game settings by the types of CPU, GPU, memory or streaming work they commonly influence.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-intel-bottleneck\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Flocate-and-resolve-cpu-gpu-bottlenecks.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel — Locate and Resolve CPU-GPU Bottlenecks\",\"description\":\"Official Intel guidance on CPU\u002FGPU imbalance, scene-dependent bottlenecks and how resolution and draw-distance settings can affect different workloads.\"}},\"type\":\"linkTool\"},{\"id\":\"src-intel-presentmon\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel — PresentMon\",\"description\":\"Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-reflex\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — Reflex SDK\",\"description\":\"Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-cpu-threads\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Flimiting-cpu-threads-for-better-game-performance\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Technical Blog — CPU Threading and Game Performance\",\"description\":\"Official NVIDIA developer analysis of CPU-bound game workloads, thread scheduling and CPU-side performance constraints.\"}},\"type\":\"linkTool\"},{\"id\":\"src-nvidia-dlss-paper\",\"data\":{\"link\":\"https:\u002F\u002Fimages.nvidia.com\u002Faem-dam\u002FSolutions\u002Fgeforce\u002Fada\u002Fada-lovelace-architecture\u002Fnvidia-ada-gpu-science.pdf\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — Ada GPU Science \u002F DLSS 3\",\"description\":\"Official NVIDIA technical material explaining CPU-limited game behavior and why Frame Generation can raise displayed FPS without requiring the CPU to render every generated frame.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":537,"blocks":538,"version":1054},1790374969926,[539,544,551,557,563,568,572,576,580,584,612,618,622,626,671,675,679,683,687,691,736,742,746,750,754,758,762,766,770,774,778,782,786,790,794,798,802,806,810,814,818,822,826,830,834,838,864,868,872,876,880,884,907,911,915,919,923,927,931,935,939,943,947,976,980,1009,1013,1022,1030,1038,1046],{"id":540,"data":541,"type":543},"intro",{"text":542},"You lower shadows, textures, effects and even resolution, but the FPS barely moves. That does not necessarily mean the settings are broken. It often means the setting you changed was not stressing the component that is currently limiting performance.","paragraph",{"id":545,"data":546,"type":550},"direct",{"body":547,"title":548,"variant":549},"\u003Cstrong>If lowering graphics settings does not improve FPS, the game may not be GPU-limited.\u003C\u002Fstrong> The CPU, game simulation, draw-call submission, asset streaming, memory pressure, frame cap or another pipeline limit can prevent the GPU from producing more frames. The correct fix depends on which part of the frame is actually slow.","Direct answer","info","callout",{"id":552,"data":553,"type":550},"model-note",{"body":554,"title":555,"variant":556},"The Bottleneck Response Test and Setting Sensitivity Map below are practical Figure Rocks diagnostic models. They are not formal Intel, NVIDIA or engine-vendor standards.","The model used in this article","note",{"id":558,"data":559,"type":562},"toc",{"title":560,"maxLevel":561,"minLevel":46},"Contents",3,"tableOfContents",{"id":564,"data":565,"type":567},"h-preset",{"text":566,"level":46},"A graphics preset is not a universal performance knob","header",{"id":569,"data":570,"type":543},"p-preset-1",{"text":571},"Graphics menus group many different workloads under one screen. Some settings mainly increase GPU work. Others increase CPU work, memory traffic, asset streaming or both.",{"id":573,"data":574,"type":543},"p-preset-2",{"text":575},"Lowering resolution is a good example. It usually reduces the number of pixels the GPU must shade. If the GPU was the limiting component, FPS can rise substantially. If the CPU was already taking longer to prepare each frame than the GPU took to render it, reducing pixel work may leave the final frame rate almost unchanged.",{"id":577,"data":578,"type":543},"p-preset-3",{"text":579},"Intel's own CPU\u002FGPU bottleneck guidance makes this distinction explicit: lowering resolution can free GPU resources, while settings such as draw distance can influence CPU performance. The effect depends on the scene and workload rather than on a single universal “low preset = faster” rule.",{"id":581,"data":582,"type":567},"h-test",{"text":583,"level":46},"The Bottleneck Response Test",{"id":585,"data":586,"type":611},"response-test",{"steps":587,"title":609,"orientation":610},[588,591,594,597,600,603,606],{"label":589,"description":590},"1. Record a repeatable baseline","Use the same save, scene, route or benchmark and record FPS plus frame-time behavior.",{"label":592,"description":593},"2. Make one large GPU-oriented change","Drop resolution or another clearly GPU-heavy setting enough that the difference should be measurable.",{"label":595,"description":596},"3. Measure the response","If FPS rises materially, GPU work was contributing to the limit. If FPS barely moves, look beyond raw GPU rendering load.",{"label":598,"description":599},"4. Inspect CPU\u002FGPU timing","Use timing or utilization tools to see whether the GPU is busy for most of the frame or waiting for upstream work.",{"label":601,"description":602},"5. Test CPU-sensitive settings","Crowd density, simulation, draw distance, object count or similar settings may affect CPU-side work in some games.",{"label":604,"description":605},"6. Check non-render limits","Frame caps, V-Sync, streaming, memory pressure, background work and game-engine limits can flatten scaling.",{"label":607,"description":608},"7. Repeat under the same conditions","A useful diagnosis depends on comparable runs, not on two unrelated gameplay moments.","Use setting changes as a diagnostic experiment","auto","processFlow",{"id":613,"data":614,"type":550},"probe-rule",{"body":615,"title":616,"variant":617},"A setting change is not only an optimization. It is a \u003Cstrong>probe\u003C\u002Fstrong>. The way FPS responds tells you something about the bottleneck.","The useful rule","success",{"id":619,"data":620,"type":567},"h-resolution",{"text":621,"level":46},"Why lowering resolution is such a useful test",{"id":623,"data":624,"type":543},"p-res-1",{"text":625},"Resolution changes the amount of pixel work the GPU performs. That makes it one of the clearest first tests for separating a strongly GPU-limited situation from one limited elsewhere.",{"id":627,"data":628,"type":670},"resolution-table",{"rows":629,"title":658,"layout":659,"columns":660},[630,637,644,651],{"id":631,"label":632,"values":633},"large","Large FPS increase",{"next":634,"result":635,"meaning":636},"Tune GPU-heavy settings, resolution, upscaling or image-quality trade-offs","FPS rises strongly","GPU rendering load was an important constraint",{"id":638,"label":639,"values":640},"small","Small FPS increase",{"next":641,"result":642,"meaning":643},"Inspect CPU\u002FGPU timing and CPU-sensitive settings","FPS barely changes","CPU, simulation, frame cap, streaming or another non-pixel workload may be limiting",{"id":645,"label":646,"values":647},"mixed","Mixed response",{"next":648,"result":649,"meaning":650},"Inspect frame-time spikes, streaming, CPU scheduling and memory behavior","Average rises but lows\u002Fstutter do not improve","GPU throughput improved but the slow-frame cause remains elsewhere",{"id":652,"label":653,"values":654},"capped","No response at a fixed ceiling",{"next":655,"result":656,"meaning":657},"Identify the limiter before changing quality settings further","FPS stays exactly at the same ceiling","A frame cap, V-Sync limit or engine cap may be active","What a large resolution change can tell you","table",[661,664,667],{"id":662,"label":663},"result","Observed result",{"id":665,"label":666},"meaning","Likely interpretation",{"id":668,"label":669},"next","Next step","comparison",{"id":672,"data":673,"type":567},"h-cpu100",{"text":674,"level":46},"CPU-bound does not mean “the CPU is at 100%”",{"id":676,"data":677,"type":543},"p-cpu-1",{"text":678},"A common mistake is to look at total CPU utilization and conclude that the CPU cannot be the bottleneck because it shows 40 or 60 percent.",{"id":680,"data":681,"type":543},"p-cpu-2",{"text":682},"Games do not necessarily distribute their most important frame work perfectly across every core. One or a few critical threads can determine when the next frame can be submitted even while other cores remain less busy.",{"id":684,"data":685,"type":543},"p-cpu-3",{"text":686},"Intel recommends CPU\u002FGPU balance analysis rather than relying on one utilization percentage. PresentMon's GPU Busy metric is specifically designed to help evaluate how much of the frame interval the GPU is actually executing work.",{"id":688,"data":689,"type":567},"h-map",{"text":690,"level":46},"The Setting Sensitivity Map",{"id":692,"data":693,"type":659},"sensitivity-table",{"content":694,"stretched":735,"withHeadings":14},[695,699,703,707,711,715,719,723,727,731],[696,697,698],"Setting class","Often stresses","Why FPS may or may not respond",[700,701,702],"Resolution \u002F render scale","Mostly GPU pixel workload","Large response when GPU-limited; little response when CPU-limited",[704,705,706],"Ray tracing \u002F heavy lighting","GPU","Can strongly reduce GPU frame time when lowered",[708,709,710],"Shadows","GPU, sometimes CPU","Depends on shadow distance, object count and engine implementation",[712,713,714],"Draw distance \u002F object distance","CPU + GPU","More objects can increase submission, simulation and rendering work",[716,717,718],"Crowd \u002F NPC density","Often CPU + GPU","AI, animation and simulation can increase CPU-side cost",[720,721,722],"Textures","VRAM \u002F memory bandwidth more than pure compute","May affect stutter or memory pressure without large average-FPS changes",[724,725,726],"Effects \u002F volumetrics","Mostly GPU","Often useful when GPU execution time is high",[728,729,730],"Physics \u002F simulation quality","Often CPU","Can remain expensive even at low resolution",[732,733,734],"Upscaling","GPU workload and image pipeline","Useful mainly when GPU-side rendering cost is significant",false,{"id":737,"data":738,"type":550},"tendency-warning",{"body":739,"title":740,"variant":741},"A setting name does not guarantee where the cost occurs. Engines implement shadows, crowds, streaming, physics and visibility differently. Measure the actual game.","These are tendencies, not universal rules","warning",{"id":743,"data":744,"type":567},"h-lowgpu",{"text":745,"level":46},"Low GPU utilization can be a symptom, not the disease",{"id":747,"data":748,"type":543},"p-lowgpu-1",{"text":749},"If the GPU is waiting for the CPU or another upstream part of the pipeline, GPU utilization can fall even though the frame rate is low.",{"id":751,"data":752,"type":543},"p-lowgpu-2",{"text":753},"Intel describes this general pattern as a bottleneck: one component limits another component's ability to reach its potential. Its developer guidance also shows CPU-bound scenarios in which the GPU is idle while waiting for CPU work.",{"id":755,"data":756,"type":543},"p-lowgpu-3",{"text":757},"That does not mean every 70-percent GPU reading proves a CPU bottleneck. Frame caps, loading, menus, power management, telemetry behavior and scene transitions can all affect utilization. Timing is stronger evidence than a single percentage.",{"id":759,"data":760,"type":567},"h-util",{"text":761,"level":46},"Why higher GPU utilization is not always the goal",{"id":763,"data":764,"type":543},"p-util-1",{"text":765},"A GPU at 99 percent utilization can be perfectly normal when the goal is maximum image quality or throughput. A GPU below 99 percent can also be perfectly normal when the frame rate is capped or the game is intentionally leaving headroom.",{"id":767,"data":768,"type":543},"p-util-2",{"text":769},"The useful question is not “How do I force 100% GPU?” It is “What is preventing the frame from completing sooner, and do I actually need it to complete sooner?”",{"id":771,"data":772,"type":567},"h-cap",{"text":773,"level":46},"Frame caps can make settings look ineffective",{"id":775,"data":776,"type":543},"p-cap-1",{"text":777},"If a game is capped at 120 FPS and already reaches 120 FPS, lowering graphics settings cannot make the displayed frame rate rise above that cap.",{"id":779,"data":780,"type":543},"p-cap-2",{"text":781},"The extra headroom may still matter: GPU load, power consumption, fan noise or latency behavior can change even though the FPS counter remains fixed.",{"id":783,"data":784,"type":543},"p-cap-3",{"text":785},"Before treating unchanged FPS as evidence of a CPU bottleneck, check whether a game limiter, driver limiter, V-Sync behavior or another presentation limit is holding the rate at a fixed ceiling.",{"id":787,"data":788,"type":567},"h-upscale",{"text":789,"level":46},"Why DLSS, FSR or lower render scale sometimes do almost nothing",{"id":791,"data":792,"type":543},"p-up-1",{"text":793},"Upscaling technologies reduce the resolution of part of the rendering workload and reconstruct the final image. That is highly useful when pixel rendering is expensive.",{"id":795,"data":796,"type":543},"p-up-2",{"text":797},"But if the CPU or simulation already determines the frame interval, reducing GPU pixel work may not meaningfully increase the base rendered frame rate.",{"id":799,"data":800,"type":543},"p-up-3",{"text":801},"This is why a game can show almost the same FPS at native resolution and at a much lower internal render resolution. The GPU received spare capacity, but the next frame still cannot start or finish sooner because another dependency is slower.",{"id":803,"data":804,"type":567},"h-fg",{"text":805,"level":46},"Frame Generation is a special case",{"id":807,"data":808,"type":543},"p-fg-1",{"text":809},"Frame Generation complicates the usual FPS interpretation because generated frames can increase displayed frame output without requiring the CPU to simulate every generated frame.",{"id":811,"data":812,"type":543},"p-fg-2",{"text":813},"NVIDIA explicitly documents this as one of the reasons DLSS Frame Generation can raise displayed frame rate in CPU-limited scenarios. That does not mean the original CPU bottleneck disappeared; it means the presentation pipeline can produce additional frames beyond the CPU's native simulation\u002Frender submission rate.",{"id":815,"data":816,"type":543},"p-fg-3",{"text":817},"For diagnosis, separate base rendered performance, generated-frame output and input latency instead of treating one FPS counter as the whole system.",{"id":819,"data":820,"type":567},"h-latency",{"text":821,"level":46},"Responsiveness and FPS are not the same measurement",{"id":823,"data":824,"type":543},"p-lat-1",{"text":825},"A CPU or GPU bottleneck also affects latency differently. NVIDIA Reflex documentation separates the latency pipeline into stages including input, simulation, render submission, driver, render queue and GPU rendering.",{"id":827,"data":828,"type":543},"p-lat-2",{"text":829},"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.",{"id":831,"data":832,"type":543},"p-lat-3",{"text":833},"So the correct question may not be “Did FPS rise?” but “Did the part of the pipeline I care about get faster?”",{"id":835,"data":836,"type":567},"h-diag",{"text":837,"level":46},"The Wrong-Bottleneck Diagnostic",{"id":839,"data":840,"type":611},"wrong-bottleneck-flow",{"steps":841,"title":863,"orientation":610},[842,845,848,851,854,857,860],{"label":843,"description":844},"1. Check the cap","Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.",{"label":846,"description":847},"2. Drop resolution significantly","Use a large enough change to produce a clear GPU-work difference.",{"label":849,"description":850},"3. Compare average and frame time","Small throughput response suggests the main limit is elsewhere.",{"label":852,"description":853},"4. Compare GPU Busy with frame time","A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.",{"label":855,"description":856},"5. Test CPU-sensitive options","Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.",{"label":858,"description":859},"6. Watch memory and streaming","Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.",{"label":861,"description":862},"7. Change only one class of workload at a time","Otherwise you cannot tell which change actually affected the bottleneck.","When Low settings and Ultra settings perform almost the same",{"id":865,"data":866,"type":567},"h-menu",{"text":867,"level":46},"Do not optimize from the settings menu alone",{"id":869,"data":870,"type":543},"p-menu-1",{"text":871},"Graphics presets are designed for usability, not for exposing the engine's performance architecture.",{"id":873,"data":874,"type":543},"p-menu-2",{"text":875},"A “Medium” preset may change ten unrelated variables at once. If performance improves, you still do not know which change mattered. If it does not improve, one CPU-heavy or streaming-heavy option may still dominate.",{"id":877,"data":878,"type":543},"p-menu-3",{"text":879},"For troubleshooting, individual changes are slower but much more informative.",{"id":881,"data":882,"type":567},"h-order",{"text":883,"level":46},"A practical tuning order",{"id":885,"data":886,"type":611},"tune-order",{"steps":887,"title":906,"orientation":610},[888,891,894,897,900,903],{"label":889,"description":890},"Baseline","Capture the problem scene with the current settings.",{"label":892,"description":893},"Determine GPU sensitivity","Change resolution\u002Frender scale or another strong GPU setting.",{"label":895,"description":896},"Determine CPU sensitivity","Change population, draw distance, simulation or other CPU-relevant settings when available.",{"label":898,"description":899},"Check memory pressure","Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.",{"label":901,"description":902},"Check pacing and limits","Review frame caps, V-Sync, VRR and frame-time consistency.",{"label":904,"description":905},"Apply the cheapest visual trade-off","Once the bottleneck is known, reduce the settings that buy the most performance for the least visual cost.","Tune the bottleneck instead of the label",{"id":908,"data":909,"type":567},"h-change",{"text":910,"level":46},"What would change this answer?",{"id":912,"data":913,"type":543},"p-change-1",{"text":914},"The exact bottleneck can change from scene to scene. An indoor corridor may be GPU-limited while a dense city or strategy battle becomes CPU-limited. The diagnosis should therefore target the workload that actually causes the performance problem.",{"id":916,"data":917,"type":543},"p-change-2",{"text":918},"Frame Generation, dynamic resolution, engine-level adaptive quality and future scheduling systems can also make simple FPS scaling less intuitive. The core method still holds: change one workload, observe the response and identify which stage stopped improving.",{"id":920,"data":921,"type":567},"h-limit",{"text":922,"level":46},"Limitations",{"id":924,"data":925,"type":543},"p-limit-1",{"text":926},"This article provides a diagnostic framework, not a universal mapping of every graphics setting to CPU or GPU cost. Engine architecture determines the real workload.",{"id":928,"data":929,"type":543},"p-limit-2",{"text":930},"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.",{"id":932,"data":933,"type":567},"h-conclusion",{"text":934,"level":46},"Conclusion",{"id":936,"data":937,"type":543},"p-conc-1",{"text":938},"If Low and Ultra deliver nearly the same FPS, do not keep lowering random settings.",{"id":940,"data":941,"type":543},"p-conc-2",{"text":942},"Use the lack of scaling as evidence. Test resolution, inspect CPU\u002FGPU timing, check caps, then target the settings that affect the limiting workload. Performance tuning becomes much easier once you stop asking “Which setting is expensive?” and start asking “Which component is preventing the next frame from finishing sooner?”",{"id":944,"data":945,"type":567},"h-faq",{"text":946,"level":46},"FAQ",{"id":948,"data":949,"type":948},"faq",{"items":950,"title":975},[951,955,959,963,967,971],{"id":952,"answer":953,"question":954},"faq1","Because the GPU may not be the component limiting the frame rate. CPU work, simulation, streaming, a frame cap or another pipeline constraint can determine the frame interval.","Why does lowering graphics settings not increase my FPS?",{"id":956,"answer":957,"question":958},"faq2","A small difference can indicate that pixel rendering is not the dominant limit in that scene. Test CPU\u002FGPU timing and confirm that no frame cap is active.","Why do 1080p and 1440p give me almost the same FPS?",{"id":960,"answer":961,"question":962},"faq3","No. It can also result from frame caps, loading, menus, power behavior or other limits. Use timing data and controlled tests rather than one utilization number.","Does low GPU usage always mean a CPU bottleneck?",{"id":964,"answer":965,"question":966},"faq4","Yes. Critical game work may depend on one or a few threads while other cores remain less utilized.","Can a game be CPU-bound when total CPU usage is below 100%?",{"id":968,"answer":969,"question":970},"faq5","It varies by engine, but draw distance, object count, crowds, simulation, physics and some shadow systems can increase CPU-side work.","Which graphics settings affect the CPU?",{"id":972,"answer":973,"question":974},"faq6","Upscaling mainly reduces GPU rendering workload. If the CPU or another stage already limits frame production, reducing pixel work may produce little additional base FPS.","Why does upscaling not improve FPS in some games?","Graphics settings, CPU bottlenecks and low GPU usage",{"id":977,"data":978,"type":567},"h-glossary",{"text":979,"level":46},"Glossary",{"id":981,"data":982,"type":981},"glossary",{"title":983,"entries":984},"Key bottleneck terms",[985,989,993,997,1001,1005],{"term":986,"anchor":987,"definition":988},"CPU-bound","cpu-bound","A performance state in which CPU-side work or submission prevents frames from being produced faster even if the GPU has additional capacity.",{"term":990,"anchor":991,"definition":992},"GPU-bound","gpu-bound","A performance state in which GPU execution consumes the limiting portion of the frame budget.",{"term":994,"anchor":995,"definition":996},"Scaling response","scaling-response","The change in performance produced by changing a workload such as resolution or graphics quality.",{"term":998,"anchor":999,"definition":1000},"GPU Busy","gpu-busy","An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.",{"term":1002,"anchor":1003,"definition":1004},"Bottleneck Response Test","bottleneck-response-test","A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.",{"term":1006,"anchor":1007,"definition":1008},"Setting Sensitivity Map","setting-sensitivity-map","A Figure Rocks planning model that groups game settings by the types of CPU, GPU, memory or streaming work they commonly influence.",{"id":1010,"data":1011,"type":567},"h-sources",{"text":1012,"level":46},"Primary sources",{"id":1014,"data":1015,"type":1021},"src-intel-bottleneck",{"link":1016,"meta":1017},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Flocate-and-resolve-cpu-gpu-bottlenecks.html",{"image":1018,"title":1019,"description":1020},{"url":12},"Intel — Locate and Resolve CPU-GPU Bottlenecks","Official Intel guidance on CPU\u002FGPU imbalance, scene-dependent bottlenecks and how resolution and draw-distance settings can affect different workloads.","linkTool",{"id":1023,"data":1024,"type":1021},"src-intel-presentmon",{"link":1025,"meta":1026},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F",{"image":1027,"title":1028,"description":1029},{"url":12},"Intel — PresentMon","Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.",{"id":1031,"data":1032,"type":1021},"src-nvidia-reflex",{"link":1033,"meta":1034},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex",{"image":1035,"title":1036,"description":1037},{"url":12},"NVIDIA Developer — Reflex SDK","Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.",{"id":1039,"data":1040,"type":1021},"src-nvidia-cpu-threads",{"link":1041,"meta":1042},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Flimiting-cpu-threads-for-better-game-performance\u002F",{"image":1043,"title":1044,"description":1045},{"url":12},"NVIDIA Technical Blog — CPU Threading and Game Performance","Official NVIDIA developer analysis of CPU-bound game workloads, thread scheduling and CPU-side performance constraints.",{"id":1047,"data":1048,"type":1021},"src-nvidia-dlss-paper",{"link":1049,"meta":1050},"https:\u002F\u002Fimages.nvidia.com\u002Faem-dam\u002FSolutions\u002Fgeforce\u002Fada\u002Fada-lovelace-architecture\u002Fnvidia-ada-gpu-science.pdf",{"image":1051,"title":1052,"description":1053},{"url":12},"NVIDIA — Ada GPU Science \u002F DLSS 3","Official NVIDIA technical material explaining CPU-limited game behavior and why Frame Generation can raise displayed FPS without requiring the CPU to render every generated frame.","2.31.0","You lower shadows, effects and resolution, but the FPS barely changes. This guide explains why graphics settings only help when they reduce the workload that is actually limiting the frame—and how to identify CPU, GPU, memory, streaming and frame-cap 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