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Wahrscheinlich optimierst du den falschen Engpass","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u003Cp>Du reduzierst Schatten, Texturen, Effekte und sogar die Auflösung, aber die FPS bewegen sich kaum. Das bedeutet nicht unbedingt, dass die Einstellungen defekt sind. Oft bedeutet es, dass die Einstellung, die du geändert hast, nicht die Komponente belastet hat, die derzeit die Leistung begrenzt.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Wenn das Verringern der Grafikeinstellungen die FPS nicht verbessert, ist das Spiel möglicherweise nicht GPU-limitiert.\u003C\u002Fstrong> Die CPU, die Spielsimulation, die Draw-Call-Übermittlung, das Asset-Streaming, der Speicherdruck, das Frame-Cap oder eine andere Pipeline-Grenze können verhindern, dass die GPU mehr Frames produziert. Die richtige Lösung hängt davon ab, welcher Teil des Frames tatsächlich langsam ist.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das in diesem Artikel verwendete Modell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Der Bottleneck Response Test und die Setting Sensitivity Map unten sind praktische diagnostische Modelle von Figure Rocks. Sie sind keine formellen Standards von Intel, NVIDIA oder Engine-Herstellern.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Ein Grafik-Preset ist kein universeller Leistungsregler\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Der Bottleneck Response Test\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Warum das Verringern der Auflösung ein so nützlicher Test ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">CPU-gebunden bedeutet nicht „die CPU ist bei 100 %“\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Die Einstellungs-Empfindlichkeitskarte\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">Niedrige GPU-Auslastung kann ein Symptom sein, nicht die Krankheit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Warum höhere GPU-Auslastung nicht immer das Ziel ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Frame-Begrenzungen können Einstellungen wirkungslos erscheinen lassen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Warum DLSS, FSR oder niedrigere Render-Skalierung manchmal fast nichts bewirken\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Frame Generation ist ein Sonderfall\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-41\" class=\"editorjs-toc__link\">Reaktionsfähigkeit und FPS sind nicht dieselbe Messung\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">Die Diagnose des falschen Engpasses\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">Optimieren Sie nicht allein über das Einstellungsmenü\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-51\" class=\"editorjs-toc__link\">Eine praktische Optimierungsreihenfolge\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Ein Grafik-Preset ist kein universeller Leistungsregler\u003C\u002Fh2>\n\u003Cp>Grafikmenüs gruppieren viele verschiedene Arbeitslasten auf einem Bildschirm. Einige Einstellungen erhöhen hauptsächlich die GPU-Arbeit. Andere erhöhen die CPU-Arbeit, den Speicherverkehr, das Asset-Streaming oder beides.\u003C\u002Fp>\n\u003Cp>Das Verringern der Auflösung ist ein gutes Beispiel. Es reduziert normalerweise die Anzahl der Pixel, die die GPU schattieren muss. Wenn die GPU die begrenzende Komponente war, können die FPS deutlich steigen. Wenn die CPU bereits länger brauchte, um jeden Frame vorzubereiten, als die GPU zum Rendern benötigte, kann das Reduzieren der Pixelarbeit die endgültige Bildrate nahezu unverändert lassen.\u003C\u002Fp>\n\u003Cp>Intels eigene Anleitung zu CPU\u002FGPU-Engpässen macht diesen Unterschied explizit: Das Verringern der Auflösung kann GPU-Ressourcen freisetzen, während Einstellungen wie Sichtweite die CPU-Leistung beeinflussen können. Der Effekt hängt von der Szene und der Arbeitslast ab, nicht von einer einzigen universellen Regel „niedriges Preset = schneller“.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Der Bottleneck Response Test\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Einstellungsänderungen als diagnostisches Experiment nutzen\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Eine wiederholbare Basislinie aufzeichnen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwende denselben Spielstand, dieselbe Szene, Route oder Benchmark und zeichne FPS sowie Frame-Zeit-Verhalten auf.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Eine große GPU-orientierte Änderung vornehmen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Reduziere die Auflösung oder eine andere eindeutig GPU-lastige Einstellung so stark, dass der Unterschied messbar sein sollte.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Die Reaktion messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wenn die FPS deutlich steigen, trug die GPU-Arbeit zum Limit bei. Wenn sich die FPS kaum bewegen, schaue über die reine GPU-Rendering-Last hinaus.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. CPU\u002FGPU-Timing untersuchen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwende Timing- oder Auslastungstools, um zu sehen, ob die GPU den größten Teil des Frames beschäftigt ist oder auf vorgelagerte Arbeit wartet.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. CPU-empfindliche Einstellungen testen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Menschendichte, Simulation, Sichtweite, Objektanzahl oder ähnliche Einstellungen können in manchen Spielen die CPU-seitige Arbeit beeinflussen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Nicht-Rendering-Limits prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Frame-Caps, V-Sync, Streaming, Speicherdruck, Hintergrundarbeit und Engine-Limits können die Skalierung abflachen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Unter denselben Bedingungen wiederholen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine nützliche Diagnose hängt von vergleichbaren Durchläufen ab, nicht von zwei unzusammenhängenden Gameplay-Momenten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Die nützliche Regel\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Eine Einstellungsänderung ist nicht nur eine Optimierung. Sie ist eine \u003Cstrong>Sonde\u003C\u002Fstrong>. Die Art und Weise, wie die FPS reagieren, sagt dir etwas über den Engpass.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Warum das Verringern der Auflösung ein so nützlicher Test ist\u003C\u002Fh2>\n\u003Cp>Die Auflösung ändert die Menge an Pixelarbeit, die die GPU ausführt. Dadurch ist sie einer der klarsten ersten Tests, um eine stark GPU-limitierte Situation von einer anderweitig limitierten zu unterscheiden.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Was eine große Auflösungsänderung dir sagen kann\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Beobachtetes Ergebnis\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Wahrscheinliche Interpretation\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Nächster Schritt\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Großer FPS-Anstieg\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">FPS rises strongly\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GPU rendering load was an important constraint\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Tune GPU-heavy settings, resolution, upscaling or image-quality trade-offs\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Kleiner FPS-Anstieg\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">FPS barely changes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">CPU, simulation, frame cap, streaming or another non-pixel workload may be limiting\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Inspect CPU\u002FGPU timing and CPU-sensitive settings\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Gemischte Reaktion\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Average rises but lows\u002Fstutter do not improve\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GPU throughput improved but the slow-frame cause remains elsewhere\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Inspect frame-time spikes, streaming, CPU scheduling and memory behavior\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Keine Reaktion bei einer festen Obergrenze\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">FPS stays exactly at the same ceiling\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">A frame cap, V-Sync limit or engine cap may be active\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Identify the limiter before changing quality settings further\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-15\">CPU-gebunden bedeutet nicht „die CPU ist bei 100 %“\u003C\u002Fh2>\n\u003Cp>Ein häufiger Fehler ist, die gesamte CPU-Auslastung zu betrachten und daraus zu schließen, dass die CPU nicht der Engpass sein kann, weil sie 40 oder 60 Prozent anzeigt.\u003C\u002Fp>\n\u003Cp>Spiele verteilen ihre wichtigste Frame-Arbeit nicht unbedingt perfekt über jeden Kern. Ein oder einige kritische Threads können bestimmen, wann der nächste Frame übermittelt werden kann, während andere Kerne weniger beschäftigt bleiben.\u003C\u002Fp>\n\u003Cp>Intel empfiehlt eine CPU\u002FGPU-Balance-Analyse, anstatt sich auf einen einzelnen Auslastungsprozentsatz zu verlassen. Die GPU Busy-Metrik von PresentMon wurde speziell entwickelt, um zu bewerten, wie viel des Frame-Intervalls die GPU tatsächlich Arbeit ausführt.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">Die Einstellungs-Empfindlichkeitskarte\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Einstellungsklasse\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Belastet oft\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Warum FPS reagieren können oder nicht\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Auflösung \u002F Render-Skalierung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hauptsächlich GPU-Pixel-Arbeitslast\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Große Reaktion bei GPU-Limit; geringe Reaktion bei CPU-Limit\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Raytracing \u002F schwere Beleuchtung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kann die GPU-Frame-Zeit bei Verringerung stark reduzieren\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Schatten\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU, manchmal CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hängt von Schattenentfernung, Objektanzahl und Engine-Implementierung ab\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Sichtweite \u002F Objektentfernung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">CPU + GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mehr Objekte können Submission-, Simulations- und Rendering-Arbeit erhöhen\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Menschenmenge \u002F NPC-Dichte\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Oft CPU + GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">KI, Animation und Simulation können die CPU-seitigen Kosten erhöhen\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texturen\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">VRAM \u002F Speicherbandbreite mehr als reine Rechenleistung\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kann Ruckeln oder Speicherdruck beeinflussen, ohne große Änderungen der durchschnittlichen FPS\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Effekte \u002F Volumetrie\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hauptsächlich GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Oft nützlich, wenn die GPU-Ausführungszeit hoch ist\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Physik \u002F Simulationsqualität\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Oft CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kann auch bei niedriger Auflösung teuer bleiben\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Upscaling\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU-Arbeitslast und Bildpipeline\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Hauptsächlich nützlich, wenn die GPU-seitigen Rendering-Kosten erheblich sind\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Dies sind Tendenzen, keine universellen Regeln\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Ein Einstellungsname garantiert nicht, wo die Kosten anfallen. Engines implementieren Schatten, Menschenmengen, Streaming, Physik und Sichtbarkeit unterschiedlich. Messen Sie das tatsächliche Spiel.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-22\">Niedrige GPU-Auslastung kann ein Symptom sein, nicht die Krankheit\u003C\u002Fh2>\n\u003Cp>Wenn die GPU auf die CPU oder einen anderen vorgelagerten Teil der Pipeline wartet, kann die GPU-Auslastung sinken, obwohl die Bildrate niedrig ist.\u003C\u002Fp>\n\u003Cp>Intel beschreibt dieses allgemeine Muster als Engpass: Eine Komponente begrenzt die Fähigkeit einer anderen Komponente, ihr Potenzial zu erreichen. Die Entwicklerrichtlinien zeigen auch CPU-gebundene Szenarien, in denen die GPU im Leerlauf ist, während sie auf CPU-Arbeit wartet.\u003C\u002Fp>\n\u003Cp>Das bedeutet nicht, dass jeder GPU-Wert von 70 Prozent einen CPU-Engpass beweist. Frame-Begrenzungen, Ladevorgänge, Menüs, Energieverwaltung, Telemetrieverhalten und Szenenübergänge können die Auslastung beeinflussen. Timing ist ein stärkerer Beweis als ein einzelner Prozentsatz.\u003C\u002Fp>\n\u003Ch2 id=\"section-26\">Warum höhere GPU-Auslastung nicht immer das Ziel ist\u003C\u002Fh2>\n\u003Cp>Eine GPU mit 99 Prozent Auslastung kann völlig normal sein, wenn das Ziel maximale Bildqualität oder Durchsatz ist. Eine GPU unter 99 Prozent kann ebenfalls völlig normal sein, wenn die Bildrate begrenzt ist oder das Spiel absichtlich Spielraum lässt.\u003C\u002Fp>\n\u003Cp>Die nützliche Frage ist nicht „Wie erzwinge ich 100 % GPU?“, sondern „Was hindert das Frame daran, früher fertig zu werden, und muss es tatsächlich früher fertig werden?“\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Frame-Begrenzungen können Einstellungen wirkungslos erscheinen lassen\u003C\u002Fh2>\n\u003Cp>Wenn ein Spiel auf 120 FPS begrenzt ist und bereits 120 FPS erreicht, können niedrigere Grafikeinstellungen die angezeigte Bildrate nicht über diese Grenze steigen lassen.\u003C\u002Fp>\n\u003Cp>Der zusätzliche Spielraum kann dennoch wichtig sein: GPU-Last, Stromverbrauch, Lüftergeräusch oder Latenzverhalten können sich ändern, obwohl der FPS-Zähler konstant bleibt.\u003C\u002Fp>\n\u003Cp>Bevor Sie unveränderte FPS als Beweis für einen CPU-Engpass betrachten, prüfen Sie, ob ein Spielbegrenzer, Treiberbegrenzer, V-Sync-Verhalten oder eine andere Darstellungsgrenze die Rate auf einer festen Obergrenze hält.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Warum DLSS, FSR oder niedrigere Render-Skalierung manchmal fast nichts bewirken\u003C\u002Fh2>\n\u003Cp>Upscaling-Technologien reduzieren die Auflösung eines Teils der Rendering-Arbeitslast und rekonstruieren das endgültige Bild. Das ist sehr nützlich, wenn Pixel-Rendering teuer ist.\u003C\u002Fp>\n\u003Cp>Aber wenn die CPU oder Simulation bereits das Frame-Intervall bestimmt, kann die Reduzierung der GPU-Pixel-Arbeit die Basis-Bildrate nicht wesentlich erhöhen.\u003C\u002Fp>\n\u003Cp>Deshalb kann ein Spiel fast die gleichen FPS bei nativer Auflösung und bei einer viel niedrigeren internen Render-Auflösung zeigen. Die GPU erhielt zusätzliche Kapazität, aber das nächste Frame kann trotzdem nicht früher starten oder fertig werden, weil eine andere Abhängigkeit langsamer ist.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">Frame Generation ist ein Sonderfall\u003C\u002Fh2>\n\u003Cp>Frame Generation erschwert die übliche FPS-Interpretation, da generierte Frames die angezeigte Frame-Ausgabe erhöhen können, ohne dass die CPU jeden generierten Frame simulieren muss.\u003C\u002Fp>\n\u003Cp>NVIDIA dokumentiert dies ausdrücklich als einen der Gründe, warum DLSS Frame Generation die angezeigte Bildrate in CPU-limitierten Szenarien erhöhen kann. Das bedeutet nicht, dass der ursprüngliche CPU-Engpass verschwunden ist; es bedeutet, dass die Präsentationspipeline zusätzliche Frames über die native Simulations-\u002FRender-Übermittlungsrate der CPU hinaus erzeugen kann.\u003C\u002Fp>\n\u003Cp>Zur Diagnose sollten Sie die Basis-Renderleistung, die generierte Frame-Ausgabe und die Eingabelatenz getrennt betrachten, anstatt einen einzelnen FPS-Zähler als das gesamte System zu behandeln.\u003C\u002Fp>\n\u003Ch2 id=\"section-41\">Reaktionsfähigkeit und FPS sind nicht dieselbe Messung\u003C\u002Fh2>\n\u003Cp>Ein CPU- oder GPU-Engpass wirkt sich auch unterschiedlich auf die Latenz aus. Die NVIDIA Reflex-Dokumentation unterteilt die Latenzpipeline in Phasen wie Eingabe, Simulation, Render-Übermittlung, Treiber, Render-Warteschlange und GPU-Rendering.\u003C\u002Fp>\n\u003Cp>Das ist nützlich, weil eine Grafikänderung die GPU-Renderzeit verbessern kann, während die Simulations- oder CPU-Übermittlungszeit nahezu unverändert bleibt.\u003C\u002Fp>\n\u003Cp>Die richtige Frage ist also möglicherweise nicht „Ist die FPS gestiegen?“, sondern „Ist der Teil der Pipeline, der mich interessiert, schneller geworden?“\u003C\u002Fp>\n\u003Ch2 id=\"section-45\">Die Diagnose des falschen Engpasses\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wenn niedrige Einstellungen und Ultra-Einstellungen fast gleich abschneiden\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Überprüfen Sie die Begrenzung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Bestätigen Sie, dass die FPS nicht durch ein Spiel, einen Treiber, V-Sync oder einen externen Limiter begrenzt werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Reduzieren Sie die Auflösung deutlich\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwenden Sie eine ausreichend große Änderung, um einen klaren Unterschied in der GPU-Arbeit zu erzeugen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Vergleichen Sie Durchschnitt und Frame-Zeit\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine geringe Durchsatzreaktion deutet darauf hin, dass die Hauptbegrenzung woanders liegt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Vergleichen Sie GPU Busy mit der Frame-Zeit\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine GPU, die den Großteil des Frames beschäftigt ist, deutet auf GPU-Druck hin; erhebliche Leerlaufzeit weist auf vorgelagerte Ursachen hin.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Testen Sie CPU-sensitive Optionen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Reduzieren Sie Sichtweite, Menschenmengen, Simulation oder objektlastige Einstellungen, wo das Spiel sie bietet.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Beobachten Sie Speicher und Streaming\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ruckeln kann aufgrund von VRAM\u002FRAM-Druck oder Asset-Streaming bestehen bleiben, selbst wenn die durchschnittliche GPU-Computelast sinkt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Ändern Sie jeweils nur eine Klasse von Arbeitslast\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Andernfalls können Sie nicht feststellen, welche Änderung tatsächlich den Engpass beeinflusst hat.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-47\">Optimieren Sie nicht allein über das Einstellungsmenü\u003C\u002Fh2>\n\u003Cp>Grafik-Presets sind auf Benutzerfreundlichkeit ausgelegt, nicht darauf, die Leistungsarchitektur der Engine offenzulegen.\u003C\u002Fp>\n\u003Cp>Ein „Mittel“-Preset kann zehn unabhängige Variablen gleichzeitig ändern. Wenn die Leistung besser wird, wissen Sie immer noch nicht, welche Änderung wichtig war. Wenn sie nicht besser wird, kann eine CPU-lastige oder streaming-lastige Option weiterhin dominieren.\u003C\u002Fp>\n\u003Cp>Zur Fehlerbehebung sind einzelne Änderungen langsamer, aber viel aussagekräftiger.\u003C\u002Fp>\n\u003Ch2 id=\"section-51\">Eine praktische Optimierungsreihenfolge\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Optimieren Sie den Engpass, nicht das Label\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Basislinie\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Erfassen Sie die Problemszene mit den aktuellen Einstellungen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">GPU-Empfindlichkeit bestimmen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ändern Sie die Auflösung\u002FRender-Skalierung oder eine andere starke GPU-Einstellung.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">CPU-Empfindlichkeit bestimmen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ändern Sie Bevölkerung, Sichtweite, Simulation oder andere CPU-relevante Einstellungen, wenn verfügbar.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Speicherdruck prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Beobachten Sie das VRAM\u002FRAM-Verhalten und ob Ruckeln mit neuen Bereichen oder Asset-Ladevorgängen korreliert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Pacing und Limits prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Überprüfen Sie Frame-Begrenzungen, V-Sync, VRR und Frame-Zeit-Konsistenz.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Den günstigsten visuellen Kompromiss anwenden\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Sobald der Engpass bekannt ist, reduzieren Sie die Einstellungen, die die meiste Leistung für den geringsten visuellen Aufwand bringen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-53\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>Der genaue Engpass kann von Szene zu Szene variieren. Ein Innenkorridor kann GPU-limitiert sein, während eine dichte Stadt oder Strategieschlacht CPU-limitiert wird. Die Diagnose sollte daher auf die Arbeitslast abzielen, die tatsächlich das Leistungsproblem verursacht.\u003C\u002Fp>\n\u003Cp>Frame Generation, dynamische Auflösung, adaptive Qualität auf Engine-Ebene und zukünftige Scheduling-Systeme können ebenfalls dazu führen, dass eine einfache FPS-Skalierung weniger intuitiv ist. Die Kernmethode bleibt jedoch bestehen: Ändern Sie eine Arbeitslast, beobachten Sie die Reaktion und identifizieren Sie, welche Stufe keine Verbesserung mehr zeigt.\u003C\u002Fp>\n\u003Ch2 id=\"section-56\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Dieser Artikel bietet einen diagnostischen Rahmen, keine universelle Zuordnung jeder Grafikeinstellung zu CPU- oder GPU-Kosten. Die Engine-Architektur bestimmt die tatsächliche Arbeitslast.\u003C\u002Fp>\n\u003Cp>Auslastungsprozentsätze allein können keinen Engpass beweisen. Timing-Traces, wiederholbare Tests und die Reaktion auf kontrollierte Einstellungsänderungen liefern stärkere Beweise.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Fazit\u003C\u002Fh2>\n\u003Cp>Wenn Niedrig und Ultra nahezu die gleichen FPS liefern, hören Sie auf, willkürlich weitere Einstellungen zu senken.\u003C\u002Fp>\n\u003Cp>Nutzen Sie das Fehlen von Skalierung als Beweis. Testen Sie die Auflösung, prüfen Sie CPU\u002FGPU-Timing, kontrollieren Sie Caps und zielen Sie dann auf die Einstellungen ab, die die limitierende Arbeitslast beeinflussen. Die Leistungsoptimierung wird viel einfacher, sobald Sie aufhören zu fragen: „Welche Einstellung ist teuer?“ und anfangen zu fragen: „Welche Komponente verhindert, dass der nächste Frame schneller fertig wird?“\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Grafikeinstellungen, CPU-Engpässe und niedrige GPU-Auslastung\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Warum erhöht das Senken der Grafikeinstellungen nicht meine FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Weil die GPU möglicherweise nicht die Komponente ist, die die Bildrate begrenzt. CPU-Arbeit, Simulation, Streaming, ein Frame-Cap oder eine andere Pipeline-Einschränkung können das Frame-Intervall bestimmen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Warum liefern 1080p und 1440p fast die gleichen FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ein kleiner Unterschied kann darauf hindeuten, dass das Pixel-Rendering in dieser Szene nicht die dominierende Grenze ist. Testen Sie CPU\u002FGPU-Timing und bestätigen Sie, dass kein Frame-Cap aktiv ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Bedeutet niedrige GPU-Auslastung immer einen CPU-Engpass?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Sie kann auch durch Frame-Caps, Ladevorgänge, Menüs, Energieverhalten oder andere Limits entstehen. Verwenden Sie Timing-Daten und kontrollierte Tests statt einer einzelnen Auslastungszahl.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kann ein Spiel CPU-limitiert sein, wenn die gesamte CPU-Auslastung unter 100 % liegt?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ja. Kritische Spielarbeit kann von einem oder wenigen Threads abhängen, während andere Kerne weniger ausgelastet bleiben.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Welche Grafikeinstellungen beeinflussen die CPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Das variiert je nach Engine, aber Sichtweite, Objektanzahl, Menschenmengen, Simulation, Physik und einige Schattensysteme können die CPU-seitige Arbeit erhöhen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Warum verbessert Upscaling in manchen Spielen nicht die FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Upscaling reduziert hauptsächlich die GPU-Rendering-Arbeitslast. Wenn die CPU oder eine andere Stufe bereits die Frame-Produktion begrenzt, kann die Reduzierung der Pixelarbeit nur wenig zusätzliche Basis-FPS bringen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-64\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige Begriffe zu Engpässen\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"cpu-bound\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">CPU-limitiert\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Leistungszustand, in dem CPU-seitige Arbeit oder Submission die schnellere Produktion von Frames verhindert, selbst wenn die GPU zusätzliche Kapazität hat.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-bound\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU-limitiert\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Leistungszustand, in dem die GPU-Ausführung den limitierenden Teil des Frame-Budgets verbraucht.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"scaling-response\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Skalierungsreaktion\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die Leistungsänderung, die durch Änderung einer Arbeitslast wie Auflösung oder Grafikqualität entsteht.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-busy\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU Busy\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eine Intel PresentMon-Metrik, die hilft, die GPU-Ausführungszeit mit dem gesamten Frame-Timing zu vergleichen, um die CPU\u002FGPU-Balance zu bewerten.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"bottleneck-response-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Bottleneck Response Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eine Figure Rocks-Methode, die kontrollierte Einstellungsänderungen und Timing-Messungen verwendet, um zu identifizieren, welche Arbeitslast die Leistung begrenzt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"setting-sensitivity-map\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Setting Sensitivity Map\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Planungsmodell, das Spieleinstellungen nach den Arten von CPU-, GPU-, Speicher- oder Streaming-Arbeit gruppiert, die sie üblicherweise beeinflussen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-66\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Flocate-and-resolve-cpu-gpu-bottlenecks.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel — CPU-GPU-Engpässe lokalisieren und beheben\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Intel-Anleitung zu CPU\u002FGPU-Ungleichgewicht, szenenabhängigen Engpässen und wie Auflösungs- und Sichtweite-Einstellungen verschiedene Arbeitslasten beeinflussen können.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel — PresentMon\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles Intel-Leistungsüberwachungstool mit GPU Busy, CPU\u002FGPU-Balance, Echtzeitdiagrammen, Perzentilen und Telemetrie.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Reflex SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle NVIDIA-Dokumentation, die Latenzstufen trennt und Render-Queue- sowie CPU\u002FGPU-Timing-Verhalten beschreibt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Flimiting-cpu-threads-for-better-game-performance\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Technical Blog — CPU-Threading und Spielleistung\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle NVIDIA-Entwickleranalyse zu CPU-limitierten Spiel-Arbeitslasten, Thread-Scheduling und CPU-seitigen Leistungseinschränkungen.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fimages.nvidia.com\u002Faem-dam\u002FSolutions\u002Fgeforce\u002Fada\u002Fada-lovelace-architecture\u002Fnvidia-ada-gpu-science.pdf\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — Ada GPU Science \u002F DLSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles NVIDIA-Technikmaterial, das CPU-limitiertes Spielverhalten erklärt und warum Frame Generation die angezeigten FPS erhöhen kann, ohne dass die CPU jeden generierten Frame rendern muss.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1055},1790375149978,[540,545,552,558,564,569,573,577,581,585,613,619,623,627,672,676,680,684,688,692,737,743,747,751,755,759,763,767,771,775,779,783,787,791,795,799,803,807,811,815,819,823,827,831,835,839,865,869,873,877,881,885,908,912,916,920,924,928,932,936,940,944,948,977,981,1010,1014,1023,1031,1039,1047],{"id":541,"data":542,"type":544},"intro",{"text":543},"Du reduzierst Schatten, Texturen, Effekte und sogar die Auflösung, aber die FPS bewegen sich kaum. Das bedeutet nicht unbedingt, dass die Einstellungen defekt sind. Oft bedeutet es, dass die Einstellung, die du geändert hast, nicht die Komponente belastet hat, die derzeit die Leistung begrenzt.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Wenn das Verringern der Grafikeinstellungen die FPS nicht verbessert, ist das Spiel möglicherweise nicht GPU-limitiert.\u003C\u002Fstrong> Die CPU, die Spielsimulation, die Draw-Call-Übermittlung, das Asset-Streaming, der Speicherdruck, das Frame-Cap oder eine andere Pipeline-Grenze können verhindern, dass die GPU mehr Frames produziert. Die richtige Lösung hängt davon ab, welcher Teil des Frames tatsächlich langsam ist.","Direkte Antwort","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Der Bottleneck Response Test und die Setting Sensitivity Map unten sind praktische diagnostische Modelle von Figure Rocks. Sie sind keine formellen Standards von Intel, NVIDIA oder Engine-Herstellern.","Das in diesem Artikel verwendete Modell","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Inhalt",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-preset",{"text":567,"level":47},"Ein Grafik-Preset ist kein universeller Leistungsregler","header",{"id":570,"data":571,"type":544},"p-preset-1",{"text":572},"Grafikmenüs gruppieren viele verschiedene Arbeitslasten auf einem Bildschirm. Einige Einstellungen erhöhen hauptsächlich die GPU-Arbeit. Andere erhöhen die CPU-Arbeit, den Speicherverkehr, das Asset-Streaming oder beides.",{"id":574,"data":575,"type":544},"p-preset-2",{"text":576},"Das Verringern der Auflösung ist ein gutes Beispiel. Es reduziert normalerweise die Anzahl der Pixel, die die GPU schattieren muss. Wenn die GPU die begrenzende Komponente war, können die FPS deutlich steigen. Wenn die CPU bereits länger brauchte, um jeden Frame vorzubereiten, als die GPU zum Rendern benötigte, kann das Reduzieren der Pixelarbeit die endgültige Bildrate nahezu unverändert lassen.",{"id":578,"data":579,"type":544},"p-preset-3",{"text":580},"Intels eigene Anleitung zu CPU\u002FGPU-Engpässen macht diesen Unterschied explizit: Das Verringern der Auflösung kann GPU-Ressourcen freisetzen, während Einstellungen wie Sichtweite die CPU-Leistung beeinflussen können. Der Effekt hängt von der Szene und der Arbeitslast ab, nicht von einer einzigen universellen Regel „niedriges Preset = schneller“.",{"id":582,"data":583,"type":568},"h-test",{"text":584,"level":47},"Der Bottleneck Response Test",{"id":586,"data":587,"type":612},"response-test",{"steps":588,"title":610,"orientation":611},[589,592,595,598,601,604,607],{"label":590,"description":591},"1. Eine wiederholbare Basislinie aufzeichnen","Verwende denselben Spielstand, dieselbe Szene, Route oder Benchmark und zeichne FPS sowie Frame-Zeit-Verhalten auf.",{"label":593,"description":594},"2. Eine große GPU-orientierte Änderung vornehmen","Reduziere die Auflösung oder eine andere eindeutig GPU-lastige Einstellung so stark, dass der Unterschied messbar sein sollte.",{"label":596,"description":597},"3. Die Reaktion messen","Wenn die FPS deutlich steigen, trug die GPU-Arbeit zum Limit bei. Wenn sich die FPS kaum bewegen, schaue über die reine GPU-Rendering-Last hinaus.",{"label":599,"description":600},"4. CPU\u002FGPU-Timing untersuchen","Verwende Timing- oder Auslastungstools, um zu sehen, ob die GPU den größten Teil des Frames beschäftigt ist oder auf vorgelagerte Arbeit wartet.",{"label":602,"description":603},"5. CPU-empfindliche Einstellungen testen","Menschendichte, Simulation, Sichtweite, Objektanzahl oder ähnliche Einstellungen können in manchen Spielen die CPU-seitige Arbeit beeinflussen.",{"label":605,"description":606},"6. Nicht-Rendering-Limits prüfen","Frame-Caps, V-Sync, Streaming, Speicherdruck, Hintergrundarbeit und Engine-Limits können die Skalierung abflachen.",{"label":608,"description":609},"7. Unter denselben Bedingungen wiederholen","Eine nützliche Diagnose hängt von vergleichbaren Durchläufen ab, nicht von zwei unzusammenhängenden Gameplay-Momenten.","Einstellungsänderungen als diagnostisches Experiment nutzen","auto","processFlow",{"id":614,"data":615,"type":551},"probe-rule",{"body":616,"title":617,"variant":618},"Eine Einstellungsänderung ist nicht nur eine Optimierung. Sie ist eine \u003Cstrong>Sonde\u003C\u002Fstrong>. Die Art und Weise, wie die FPS reagieren, sagt dir etwas über den Engpass.","Die nützliche Regel","success",{"id":620,"data":621,"type":568},"h-resolution",{"text":622,"level":47},"Warum das Verringern der Auflösung ein so nützlicher Test ist",{"id":624,"data":625,"type":544},"p-res-1",{"text":626},"Die Auflösung ändert die Menge an Pixelarbeit, die die GPU ausführt. Dadurch ist sie einer der klarsten ersten Tests, um eine stark GPU-limitierte Situation von einer anderweitig limitierten zu unterscheiden.",{"id":628,"data":629,"type":671},"resolution-table",{"rows":630,"title":659,"layout":660,"columns":661},[631,638,645,652],{"id":632,"label":633,"values":634},"large","Großer FPS-Anstieg",{"next":635,"result":636,"meaning":637},"Tune GPU-heavy settings, resolution, upscaling or image-quality trade-offs","FPS rises strongly","GPU rendering load was an important constraint",{"id":639,"label":640,"values":641},"small","Kleiner FPS-Anstieg",{"next":642,"result":643,"meaning":644},"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":646,"label":647,"values":648},"mixed","Gemischte Reaktion",{"next":649,"result":650,"meaning":651},"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":653,"label":654,"values":655},"capped","Keine Reaktion bei einer festen Obergrenze",{"next":656,"result":657,"meaning":658},"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","Was eine große Auflösungsänderung dir sagen kann","table",[662,665,668],{"id":663,"label":664},"result","Beobachtetes Ergebnis",{"id":666,"label":667},"meaning","Wahrscheinliche Interpretation",{"id":669,"label":670},"next","Nächster Schritt","comparison",{"id":673,"data":674,"type":568},"h-cpu100",{"text":675,"level":47},"CPU-gebunden bedeutet nicht „die CPU ist bei 100 %“",{"id":677,"data":678,"type":544},"p-cpu-1",{"text":679},"Ein häufiger Fehler ist, die gesamte CPU-Auslastung zu betrachten und daraus zu schließen, dass die CPU nicht der Engpass sein kann, weil sie 40 oder 60 Prozent anzeigt.",{"id":681,"data":682,"type":544},"p-cpu-2",{"text":683},"Spiele verteilen ihre wichtigste Frame-Arbeit nicht unbedingt perfekt über jeden Kern. Ein oder einige kritische Threads können bestimmen, wann der nächste Frame übermittelt werden kann, während andere Kerne weniger beschäftigt bleiben.",{"id":685,"data":686,"type":544},"p-cpu-3",{"text":687},"Intel empfiehlt eine CPU\u002FGPU-Balance-Analyse, anstatt sich auf einen einzelnen Auslastungsprozentsatz zu verlassen. Die GPU Busy-Metrik von PresentMon wurde speziell entwickelt, um zu bewerten, wie viel des Frame-Intervalls die GPU tatsächlich Arbeit ausführt.",{"id":689,"data":690,"type":568},"h-map",{"text":691,"level":47},"Die Einstellungs-Empfindlichkeitskarte",{"id":693,"data":694,"type":660},"sensitivity-table",{"content":695,"stretched":736,"withHeadings":15},[696,700,704,708,712,716,720,724,728,732],[697,698,699],"Einstellungsklasse","Belastet oft","Warum FPS reagieren können oder nicht",[701,702,703],"Auflösung \u002F Render-Skalierung","Hauptsächlich GPU-Pixel-Arbeitslast","Große Reaktion bei GPU-Limit; geringe Reaktion bei CPU-Limit",[705,706,707],"Raytracing \u002F schwere Beleuchtung","GPU","Kann die GPU-Frame-Zeit bei Verringerung stark reduzieren",[709,710,711],"Schatten","GPU, manchmal CPU","Hängt von Schattenentfernung, Objektanzahl und Engine-Implementierung ab",[713,714,715],"Sichtweite \u002F Objektentfernung","CPU + GPU","Mehr Objekte können Submission-, Simulations- und Rendering-Arbeit erhöhen",[717,718,719],"Menschenmenge \u002F NPC-Dichte","Oft CPU + GPU","KI, Animation und Simulation können die CPU-seitigen Kosten erhöhen",[721,722,723],"Texturen","VRAM \u002F Speicherbandbreite mehr als reine Rechenleistung","Kann Ruckeln oder Speicherdruck beeinflussen, ohne große Änderungen der durchschnittlichen FPS",[725,726,727],"Effekte \u002F Volumetrie","Hauptsächlich GPU","Oft nützlich, wenn die GPU-Ausführungszeit hoch ist",[729,730,731],"Physik \u002F Simulationsqualität","Oft CPU","Kann auch bei niedriger Auflösung teuer bleiben",[733,734,735],"Upscaling","GPU-Arbeitslast und Bildpipeline","Hauptsächlich nützlich, wenn die GPU-seitigen Rendering-Kosten erheblich sind",false,{"id":738,"data":739,"type":551},"tendency-warning",{"body":740,"title":741,"variant":742},"Ein Einstellungsname garantiert nicht, wo die Kosten anfallen. Engines implementieren Schatten, Menschenmengen, Streaming, Physik und Sichtbarkeit unterschiedlich. Messen Sie das tatsächliche Spiel.","Dies sind Tendenzen, keine universellen Regeln","warning",{"id":744,"data":745,"type":568},"h-lowgpu",{"text":746,"level":47},"Niedrige GPU-Auslastung kann ein Symptom sein, nicht die Krankheit",{"id":748,"data":749,"type":544},"p-lowgpu-1",{"text":750},"Wenn die GPU auf die CPU oder einen anderen vorgelagerten Teil der Pipeline wartet, kann die GPU-Auslastung sinken, obwohl die Bildrate niedrig ist.",{"id":752,"data":753,"type":544},"p-lowgpu-2",{"text":754},"Intel beschreibt dieses allgemeine Muster als Engpass: Eine Komponente begrenzt die Fähigkeit einer anderen Komponente, ihr Potenzial zu erreichen. Die Entwicklerrichtlinien zeigen auch CPU-gebundene Szenarien, in denen die GPU im Leerlauf ist, während sie auf CPU-Arbeit wartet.",{"id":756,"data":757,"type":544},"p-lowgpu-3",{"text":758},"Das bedeutet nicht, dass jeder GPU-Wert von 70 Prozent einen CPU-Engpass beweist. Frame-Begrenzungen, Ladevorgänge, Menüs, Energieverwaltung, Telemetrieverhalten und Szenenübergänge können die Auslastung beeinflussen. Timing ist ein stärkerer Beweis als ein einzelner Prozentsatz.",{"id":760,"data":761,"type":568},"h-util",{"text":762,"level":47},"Warum höhere GPU-Auslastung nicht immer das Ziel ist",{"id":764,"data":765,"type":544},"p-util-1",{"text":766},"Eine GPU mit 99 Prozent Auslastung kann völlig normal sein, wenn das Ziel maximale Bildqualität oder Durchsatz ist. Eine GPU unter 99 Prozent kann ebenfalls völlig normal sein, wenn die Bildrate begrenzt ist oder das Spiel absichtlich Spielraum lässt.",{"id":768,"data":769,"type":544},"p-util-2",{"text":770},"Die nützliche Frage ist nicht „Wie erzwinge ich 100 % GPU?“, sondern „Was hindert das Frame daran, früher fertig zu werden, und muss es tatsächlich früher fertig werden?“",{"id":772,"data":773,"type":568},"h-cap",{"text":774,"level":47},"Frame-Begrenzungen können Einstellungen wirkungslos erscheinen lassen",{"id":776,"data":777,"type":544},"p-cap-1",{"text":778},"Wenn ein Spiel auf 120 FPS begrenzt ist und bereits 120 FPS erreicht, können niedrigere Grafikeinstellungen die angezeigte Bildrate nicht über diese Grenze steigen lassen.",{"id":780,"data":781,"type":544},"p-cap-2",{"text":782},"Der zusätzliche Spielraum kann dennoch wichtig sein: GPU-Last, Stromverbrauch, Lüftergeräusch oder Latenzverhalten können sich ändern, obwohl der FPS-Zähler konstant bleibt.",{"id":784,"data":785,"type":544},"p-cap-3",{"text":786},"Bevor Sie unveränderte FPS als Beweis für einen CPU-Engpass betrachten, prüfen Sie, ob ein Spielbegrenzer, Treiberbegrenzer, V-Sync-Verhalten oder eine andere Darstellungsgrenze die Rate auf einer festen Obergrenze hält.",{"id":788,"data":789,"type":568},"h-upscale",{"text":790,"level":47},"Warum DLSS, FSR oder niedrigere Render-Skalierung manchmal fast nichts bewirken",{"id":792,"data":793,"type":544},"p-up-1",{"text":794},"Upscaling-Technologien reduzieren die Auflösung eines Teils der Rendering-Arbeitslast und rekonstruieren das endgültige Bild. Das ist sehr nützlich, wenn Pixel-Rendering teuer ist.",{"id":796,"data":797,"type":544},"p-up-2",{"text":798},"Aber wenn die CPU oder Simulation bereits das Frame-Intervall bestimmt, kann die Reduzierung der GPU-Pixel-Arbeit die Basis-Bildrate nicht wesentlich erhöhen.",{"id":800,"data":801,"type":544},"p-up-3",{"text":802},"Deshalb kann ein Spiel fast die gleichen FPS bei nativer Auflösung und bei einer viel niedrigeren internen Render-Auflösung zeigen. Die GPU erhielt zusätzliche Kapazität, aber das nächste Frame kann trotzdem nicht früher starten oder fertig werden, weil eine andere Abhängigkeit langsamer ist.",{"id":804,"data":805,"type":568},"h-fg",{"text":806,"level":47},"Frame Generation ist ein Sonderfall",{"id":808,"data":809,"type":544},"p-fg-1",{"text":810},"Frame Generation erschwert die übliche FPS-Interpretation, da generierte Frames die angezeigte Frame-Ausgabe erhöhen können, ohne dass die CPU jeden generierten Frame simulieren muss.",{"id":812,"data":813,"type":544},"p-fg-2",{"text":814},"NVIDIA dokumentiert dies ausdrücklich als einen der Gründe, warum DLSS Frame Generation die angezeigte Bildrate in CPU-limitierten Szenarien erhöhen kann. Das bedeutet nicht, dass der ursprüngliche CPU-Engpass verschwunden ist; es bedeutet, dass die Präsentationspipeline zusätzliche Frames über die native Simulations-\u002FRender-Übermittlungsrate der CPU hinaus erzeugen kann.",{"id":816,"data":817,"type":544},"p-fg-3",{"text":818},"Zur Diagnose sollten Sie die Basis-Renderleistung, die generierte Frame-Ausgabe und die Eingabelatenz getrennt betrachten, anstatt einen einzelnen FPS-Zähler als das gesamte System zu behandeln.",{"id":820,"data":821,"type":568},"h-latency",{"text":822,"level":47},"Reaktionsfähigkeit und FPS sind nicht dieselbe Messung",{"id":824,"data":825,"type":544},"p-lat-1",{"text":826},"Ein CPU- oder GPU-Engpass wirkt sich auch unterschiedlich auf die Latenz aus. Die NVIDIA Reflex-Dokumentation unterteilt die Latenzpipeline in Phasen wie Eingabe, Simulation, Render-Übermittlung, Treiber, Render-Warteschlange und GPU-Rendering.",{"id":828,"data":829,"type":544},"p-lat-2",{"text":830},"Das ist nützlich, weil eine Grafikänderung die GPU-Renderzeit verbessern kann, während die Simulations- oder CPU-Übermittlungszeit nahezu unverändert bleibt.",{"id":832,"data":833,"type":544},"p-lat-3",{"text":834},"Die richtige Frage ist also möglicherweise nicht „Ist die FPS gestiegen?“, sondern „Ist der Teil der Pipeline, der mich interessiert, schneller geworden?“",{"id":836,"data":837,"type":568},"h-diag",{"text":838,"level":47},"Die Diagnose des falschen Engpasses",{"id":840,"data":841,"type":612},"wrong-bottleneck-flow",{"steps":842,"title":864,"orientation":611},[843,846,849,852,855,858,861],{"label":844,"description":845},"1. Überprüfen Sie die Begrenzung","Bestätigen Sie, dass die FPS nicht durch ein Spiel, einen Treiber, V-Sync oder einen externen Limiter begrenzt werden.",{"label":847,"description":848},"2. Reduzieren Sie die Auflösung deutlich","Verwenden Sie eine ausreichend große Änderung, um einen klaren Unterschied in der GPU-Arbeit zu erzeugen.",{"label":850,"description":851},"3. Vergleichen Sie Durchschnitt und Frame-Zeit","Eine geringe Durchsatzreaktion deutet darauf hin, dass die Hauptbegrenzung woanders liegt.",{"label":853,"description":854},"4. Vergleichen Sie GPU Busy mit der Frame-Zeit","Eine GPU, die den Großteil des Frames beschäftigt ist, deutet auf GPU-Druck hin; erhebliche Leerlaufzeit weist auf vorgelagerte Ursachen hin.",{"label":856,"description":857},"5. Testen Sie CPU-sensitive Optionen","Reduzieren Sie Sichtweite, Menschenmengen, Simulation oder objektlastige Einstellungen, wo das Spiel sie bietet.",{"label":859,"description":860},"6. Beobachten Sie Speicher und Streaming","Ruckeln kann aufgrund von VRAM\u002FRAM-Druck oder Asset-Streaming bestehen bleiben, selbst wenn die durchschnittliche GPU-Computelast sinkt.",{"label":862,"description":863},"7. Ändern Sie jeweils nur eine Klasse von Arbeitslast","Andernfalls können Sie nicht feststellen, welche Änderung tatsächlich den Engpass beeinflusst hat.","Wenn niedrige Einstellungen und Ultra-Einstellungen fast gleich abschneiden",{"id":866,"data":867,"type":568},"h-menu",{"text":868,"level":47},"Optimieren Sie nicht allein über das Einstellungsmenü",{"id":870,"data":871,"type":544},"p-menu-1",{"text":872},"Grafik-Presets sind auf Benutzerfreundlichkeit ausgelegt, nicht darauf, die Leistungsarchitektur der Engine offenzulegen.",{"id":874,"data":875,"type":544},"p-menu-2",{"text":876},"Ein „Mittel“-Preset kann zehn unabhängige Variablen gleichzeitig ändern. Wenn die Leistung besser wird, wissen Sie immer noch nicht, welche Änderung wichtig war. Wenn sie nicht besser wird, kann eine CPU-lastige oder streaming-lastige Option weiterhin dominieren.",{"id":878,"data":879,"type":544},"p-menu-3",{"text":880},"Zur Fehlerbehebung sind einzelne Änderungen langsamer, aber viel aussagekräftiger.",{"id":882,"data":883,"type":568},"h-order",{"text":884,"level":47},"Eine praktische Optimierungsreihenfolge",{"id":886,"data":887,"type":612},"tune-order",{"steps":888,"title":907,"orientation":611},[889,892,895,898,901,904],{"label":890,"description":891},"Basislinie","Erfassen Sie die Problemszene mit den aktuellen Einstellungen.",{"label":893,"description":894},"GPU-Empfindlichkeit bestimmen","Ändern Sie die Auflösung\u002FRender-Skalierung oder eine andere starke GPU-Einstellung.",{"label":896,"description":897},"CPU-Empfindlichkeit bestimmen","Ändern Sie Bevölkerung, Sichtweite, Simulation oder andere CPU-relevante Einstellungen, wenn verfügbar.",{"label":899,"description":900},"Speicherdruck prüfen","Beobachten Sie das VRAM\u002FRAM-Verhalten und ob Ruckeln mit neuen Bereichen oder Asset-Ladevorgängen korreliert.",{"label":902,"description":903},"Pacing und Limits prüfen","Überprüfen Sie Frame-Begrenzungen, V-Sync, VRR und Frame-Zeit-Konsistenz.",{"label":905,"description":906},"Den günstigsten visuellen Kompromiss anwenden","Sobald der Engpass bekannt ist, reduzieren Sie die Einstellungen, die die meiste Leistung für den geringsten visuellen Aufwand bringen.","Optimieren Sie den Engpass, nicht das Label",{"id":909,"data":910,"type":568},"h-change",{"text":911,"level":47},"Was würde diese Antwort ändern?",{"id":913,"data":914,"type":544},"p-change-1",{"text":915},"Der genaue Engpass kann von Szene zu Szene variieren. Ein Innenkorridor kann GPU-limitiert sein, während eine dichte Stadt oder Strategieschlacht CPU-limitiert wird. Die Diagnose sollte daher auf die Arbeitslast abzielen, die tatsächlich das Leistungsproblem verursacht.",{"id":917,"data":918,"type":544},"p-change-2",{"text":919},"Frame Generation, dynamische Auflösung, adaptive Qualität auf Engine-Ebene und zukünftige Scheduling-Systeme können ebenfalls dazu führen, dass eine einfache FPS-Skalierung weniger intuitiv ist. Die Kernmethode bleibt jedoch bestehen: Ändern Sie eine Arbeitslast, beobachten Sie die Reaktion und identifizieren Sie, welche Stufe keine Verbesserung mehr zeigt.",{"id":921,"data":922,"type":568},"h-limit",{"text":923,"level":47},"Einschränkungen",{"id":925,"data":926,"type":544},"p-limit-1",{"text":927},"Dieser Artikel bietet einen diagnostischen Rahmen, keine universelle Zuordnung jeder Grafikeinstellung zu CPU- oder GPU-Kosten. Die Engine-Architektur bestimmt die tatsächliche Arbeitslast.",{"id":929,"data":930,"type":544},"p-limit-2",{"text":931},"Auslastungsprozentsätze allein können keinen Engpass beweisen. Timing-Traces, wiederholbare Tests und die Reaktion auf kontrollierte Einstellungsänderungen liefern stärkere Beweise.",{"id":933,"data":934,"type":568},"h-conclusion",{"text":935,"level":47},"Fazit",{"id":937,"data":938,"type":544},"p-conc-1",{"text":939},"Wenn Niedrig und Ultra nahezu die gleichen FPS liefern, hören Sie auf, willkürlich weitere Einstellungen zu senken.",{"id":941,"data":942,"type":544},"p-conc-2",{"text":943},"Nutzen Sie das Fehlen von Skalierung als Beweis. Testen Sie die Auflösung, prüfen Sie CPU\u002FGPU-Timing, kontrollieren Sie Caps und zielen Sie dann auf die Einstellungen ab, die die limitierende Arbeitslast beeinflussen. Die Leistungsoptimierung wird viel einfacher, sobald Sie aufhören zu fragen: „Welche Einstellung ist teuer?“ und anfangen zu fragen: „Welche Komponente verhindert, dass der nächste Frame schneller fertig wird?“",{"id":945,"data":946,"type":568},"h-faq",{"text":947,"level":47},"FAQ",{"id":949,"data":950,"type":949},"faq",{"items":951,"title":976},[952,956,960,964,968,972],{"id":953,"answer":954,"question":955},"faq1","Weil die GPU möglicherweise nicht die Komponente ist, die die Bildrate begrenzt. CPU-Arbeit, Simulation, Streaming, ein Frame-Cap oder eine andere Pipeline-Einschränkung können das Frame-Intervall bestimmen.","Warum erhöht das Senken der Grafikeinstellungen nicht meine FPS?",{"id":957,"answer":958,"question":959},"faq2","Ein kleiner Unterschied kann darauf hindeuten, dass das Pixel-Rendering in dieser Szene nicht die dominierende Grenze ist. Testen Sie CPU\u002FGPU-Timing und bestätigen Sie, dass kein Frame-Cap aktiv ist.","Warum liefern 1080p und 1440p fast die gleichen FPS?",{"id":961,"answer":962,"question":963},"faq3","Nein. Sie kann auch durch Frame-Caps, Ladevorgänge, Menüs, Energieverhalten oder andere Limits entstehen. Verwenden Sie Timing-Daten und kontrollierte Tests statt einer einzelnen Auslastungszahl.","Bedeutet niedrige GPU-Auslastung immer einen CPU-Engpass?",{"id":965,"answer":966,"question":967},"faq4","Ja. Kritische Spielarbeit kann von einem oder wenigen Threads abhängen, während andere Kerne weniger ausgelastet bleiben.","Kann ein Spiel CPU-limitiert sein, wenn die gesamte CPU-Auslastung unter 100 % liegt?",{"id":969,"answer":970,"question":971},"faq5","Das variiert je nach Engine, aber Sichtweite, Objektanzahl, Menschenmengen, Simulation, Physik und einige Schattensysteme können die CPU-seitige Arbeit erhöhen.","Welche Grafikeinstellungen beeinflussen die CPU?",{"id":973,"answer":974,"question":975},"faq6","Upscaling reduziert hauptsächlich die GPU-Rendering-Arbeitslast. Wenn die CPU oder eine andere Stufe bereits die Frame-Produktion begrenzt, kann die Reduzierung der Pixelarbeit nur wenig zusätzliche Basis-FPS bringen.","Warum verbessert Upscaling in manchen Spielen nicht die FPS?","Grafikeinstellungen, CPU-Engpässe und niedrige GPU-Auslastung",{"id":978,"data":979,"type":568},"h-glossary",{"text":980,"level":47},"Glossar",{"id":982,"data":983,"type":982},"glossary",{"title":984,"entries":985},"Wichtige Begriffe zu Engpässen",[986,990,994,998,1002,1006],{"term":987,"anchor":988,"definition":989},"CPU-limitiert","cpu-bound","Ein Leistungszustand, in dem CPU-seitige Arbeit oder Submission die schnellere Produktion von Frames verhindert, selbst wenn die GPU zusätzliche Kapazität hat.",{"term":991,"anchor":992,"definition":993},"GPU-limitiert","gpu-bound","Ein Leistungszustand, in dem die GPU-Ausführung den limitierenden Teil des Frame-Budgets verbraucht.",{"term":995,"anchor":996,"definition":997},"Skalierungsreaktion","scaling-response","Die Leistungsänderung, die durch Änderung einer Arbeitslast wie Auflösung oder Grafikqualität entsteht.",{"term":999,"anchor":1000,"definition":1001},"GPU Busy","gpu-busy","Eine Intel PresentMon-Metrik, die hilft, die GPU-Ausführungszeit mit dem gesamten Frame-Timing zu vergleichen, um die CPU\u002FGPU-Balance zu bewerten.",{"term":1003,"anchor":1004,"definition":1005},"Bottleneck Response Test","bottleneck-response-test","Eine Figure Rocks-Methode, die kontrollierte Einstellungsänderungen und Timing-Messungen verwendet, um zu identifizieren, welche Arbeitslast die Leistung begrenzt.",{"term":1007,"anchor":1008,"definition":1009},"Setting Sensitivity Map","setting-sensitivity-map","Ein Figure Rocks-Planungsmodell, das Spieleinstellungen nach den Arten von CPU-, GPU-, Speicher- oder Streaming-Arbeit gruppiert, die sie üblicherweise beeinflussen.",{"id":1011,"data":1012,"type":568},"h-sources",{"text":1013,"level":47},"Primärquellen",{"id":1015,"data":1016,"type":1022},"src-intel-bottleneck",{"link":1017,"meta":1018},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Flocate-and-resolve-cpu-gpu-bottlenecks.html",{"image":1019,"title":1020,"description":1021},{"url":13},"Intel — CPU-GPU-Engpässe lokalisieren und beheben","Offizielle Intel-Anleitung zu CPU\u002FGPU-Ungleichgewicht, szenenabhängigen Engpässen und wie Auflösungs- und Sichtweite-Einstellungen verschiedene Arbeitslasten beeinflussen können.","linkTool",{"id":1024,"data":1025,"type":1022},"src-intel-presentmon",{"link":1026,"meta":1027},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F",{"image":1028,"title":1029,"description":1030},{"url":13},"Intel — PresentMon","Offizielles Intel-Leistungsüberwachungstool mit GPU Busy, CPU\u002FGPU-Balance, Echtzeitdiagrammen, Perzentilen und Telemetrie.",{"id":1032,"data":1033,"type":1022},"src-nvidia-reflex",{"link":1034,"meta":1035},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex",{"image":1036,"title":1037,"description":1038},{"url":13},"NVIDIA Developer — Reflex SDK","Offizielle NVIDIA-Dokumentation, die Latenzstufen trennt und Render-Queue- sowie CPU\u002FGPU-Timing-Verhalten beschreibt.",{"id":1040,"data":1041,"type":1022},"src-nvidia-cpu-threads",{"link":1042,"meta":1043},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Flimiting-cpu-threads-for-better-game-performance\u002F",{"image":1044,"title":1045,"description":1046},{"url":13},"NVIDIA Technical Blog — CPU-Threading und Spielleistung","Offizielle NVIDIA-Entwickleranalyse zu CPU-limitierten Spiel-Arbeitslasten, Thread-Scheduling und CPU-seitigen Leistungseinschränkungen.",{"id":1048,"data":1049,"type":1022},"src-nvidia-dlss-paper",{"link":1050,"meta":1051},"https:\u002F\u002Fimages.nvidia.com\u002Faem-dam\u002FSolutions\u002Fgeforce\u002Fada\u002Fada-lovelace-architecture\u002Fnvidia-ada-gpu-science.pdf",{"image":1052,"title":1053,"description":1054},{"url":13},"NVIDIA — Ada GPU Science \u002F DLSS 3","Offizielles NVIDIA-Technikmaterial, das CPU-limitiertes Spielverhalten erklärt und warum Frame Generation die angezeigten FPS erhöhen kann, ohne dass die CPU jeden generierten Frame rendern muss.","2.31","Du reduzierst Schatten, Effekte und Auflösung, aber die FPS ändern sich kaum. Dieser Leitfaden erklärt, warum Grafikoptionen nur dann helfen, wenn sie die Arbeitslast verringern, die tatsächlich die Bildrate begrenzt – und wie man CPU-, GPU-, Speicher-, Streaming- und Frame-Cap-Engpässe erkennt.","\u002Fuploads\u002F2026\u002F09\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3.webp","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3","PUBLISHED","2026-09-25T18:23:00.000Z","2026-09-25T22:23:55.577Z","2026-09-25T22:32:29.508Z",{"en":1064,"de":1065,"sr":1066,"es":1067,"fr":1068,"it":1069,"ru":1070,"zh":1071},"\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Fde\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Fsr\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Fes\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Ffr\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Fit\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Fru\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u002Fzh\u002Fblog\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck",[1073,1077,1081],{"id":1074,"name":1075,"slug":1076},149,"CPU, GPU und Bottlenecks","cpu-gpu-and-bottlenecks",{"id":1078,"name":1079,"slug":1080},152,"VRAM und Streaming","vram-and-streaming",{"id":1082,"name":1083,"slug":1084},137,"Einstellungen, die zählen","settings-that-matter",{"id":283,"login":1086,"email":1087,"displayName":1088},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1090,1481],{"lang":8,"title":1091,"content":1092,"contentJson":1093,"excerpt":1480},"Lowered Graphics Settings but FPS Didn't Improve? You're Probably Tuning the Wrong Bottleneck","{\"time\":1790374969926,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"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.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\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.\",\"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":1094,"blocks":1095,"version":1479},1790374969926,[1096,1099,1103,1107,1110,1113,1116,1119,1122,1125,1150,1154,1157,1160,1183,1186,1189,1192,1195,1198,1238,1242,1245,1248,1251,1254,1257,1260,1263,1266,1269,1272,1275,1278,1281,1284,1287,1290,1293,1296,1299,1302,1305,1308,1311,1314,1339,1342,1345,1348,1351,1354,1376,1379,1382,1385,1388,1391,1394,1397,1400,1403,1405,1427,1430,1449,1452,1458,1463,1468,1474],{"id":541,"data":1097,"type":544},{"text":1098},"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.",{"id":546,"data":1100,"type":551},{"body":1101,"title":1102,"variant":550},"\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",{"id":553,"data":1104,"type":551},{"body":1105,"title":1106,"variant":557},"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",{"id":559,"data":1108,"type":563},{"title":1109,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1111,"type":568},{"text":1112,"level":47},"A graphics preset is not a universal performance knob",{"id":570,"data":1114,"type":544},{"text":1115},"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":574,"data":1117,"type":544},{"text":1118},"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":578,"data":1120,"type":544},{"text":1121},"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":582,"data":1123,"type":568},{"text":1124,"level":47},"The Bottleneck Response Test",{"id":586,"data":1126,"type":612},{"steps":1127,"title":1149,"orientation":611},[1128,1131,1134,1137,1140,1143,1146],{"label":1129,"description":1130},"1. Record a repeatable baseline","Use the same save, scene, route or benchmark and record FPS plus frame-time behavior.",{"label":1132,"description":1133},"2. Make one large GPU-oriented change","Drop resolution or another clearly GPU-heavy setting enough that the difference should be measurable.",{"label":1135,"description":1136},"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":1138,"description":1139},"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":1141,"description":1142},"5. Test CPU-sensitive settings","Crowd density, simulation, draw distance, object count or similar settings may affect CPU-side work in some games.",{"label":1144,"description":1145},"6. Check non-render limits","Frame caps, V-Sync, streaming, memory pressure, background work and game-engine limits can flatten scaling.",{"label":1147,"description":1148},"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",{"id":614,"data":1151,"type":551},{"body":1152,"title":1153,"variant":618},"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",{"id":620,"data":1155,"type":568},{"text":1156,"level":47},"Why lowering resolution is such a useful test",{"id":624,"data":1158,"type":544},{"text":1159},"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":628,"data":1161,"type":671},{"rows":1162,"title":1175,"layout":660,"columns":1176},[1163,1166,1169,1172],{"id":632,"label":1164,"values":1165},"Large FPS increase",{"next":635,"result":636,"meaning":637},{"id":639,"label":1167,"values":1168},"Small FPS increase",{"next":642,"result":643,"meaning":644},{"id":646,"label":1170,"values":1171},"Mixed response",{"next":649,"result":650,"meaning":651},{"id":653,"label":1173,"values":1174},"No response at a fixed ceiling",{"next":656,"result":657,"meaning":658},"What a large resolution change can tell you",[1177,1179,1181],{"id":663,"label":1178},"Observed result",{"id":666,"label":1180},"Likely interpretation",{"id":669,"label":1182},"Next step",{"id":673,"data":1184,"type":568},{"text":1185,"level":47},"CPU-bound does not mean “the CPU is at 100%”",{"id":677,"data":1187,"type":544},{"text":1188},"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":681,"data":1190,"type":544},{"text":1191},"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":685,"data":1193,"type":544},{"text":1194},"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":689,"data":1196,"type":568},{"text":1197,"level":47},"The Setting Sensitivity Map",{"id":693,"data":1199,"type":660},{"content":1200,"stretched":736,"withHeadings":15},[1201,1205,1209,1212,1216,1219,1223,1227,1231,1235],[1202,1203,1204],"Setting class","Often stresses","Why FPS may or may not respond",[1206,1207,1208],"Resolution \u002F render scale","Mostly GPU pixel workload","Large response when GPU-limited; little response when CPU-limited",[1210,706,1211],"Ray tracing \u002F heavy lighting","Can strongly reduce GPU frame time when lowered",[1213,1214,1215],"Shadows","GPU, sometimes CPU","Depends on shadow distance, object count and engine implementation",[1217,714,1218],"Draw distance \u002F object distance","More objects can increase submission, simulation and rendering work",[1220,1221,1222],"Crowd \u002F NPC density","Often CPU + GPU","AI, animation and simulation can increase CPU-side cost",[1224,1225,1226],"Textures","VRAM \u002F memory bandwidth more than pure compute","May affect stutter or memory pressure without large average-FPS changes",[1228,1229,1230],"Effects \u002F volumetrics","Mostly GPU","Often useful when GPU execution time is high",[1232,1233,1234],"Physics \u002F simulation quality","Often CPU","Can remain expensive even at low resolution",[733,1236,1237],"GPU workload and image pipeline","Useful mainly when GPU-side rendering cost is significant",{"id":738,"data":1239,"type":551},{"body":1240,"title":1241,"variant":742},"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",{"id":744,"data":1243,"type":568},{"text":1244,"level":47},"Low GPU utilization can be a symptom, not the disease",{"id":748,"data":1246,"type":544},{"text":1247},"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":752,"data":1249,"type":544},{"text":1250},"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":756,"data":1252,"type":544},{"text":1253},"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":760,"data":1255,"type":568},{"text":1256,"level":47},"Why higher GPU utilization is not always the goal",{"id":764,"data":1258,"type":544},{"text":1259},"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":768,"data":1261,"type":544},{"text":1262},"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":772,"data":1264,"type":568},{"text":1265,"level":47},"Frame caps can make settings look ineffective",{"id":776,"data":1267,"type":544},{"text":1268},"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":780,"data":1270,"type":544},{"text":1271},"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":784,"data":1273,"type":544},{"text":1274},"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":788,"data":1276,"type":568},{"text":1277,"level":47},"Why DLSS, FSR or lower render scale sometimes do almost nothing",{"id":792,"data":1279,"type":544},{"text":1280},"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":796,"data":1282,"type":544},{"text":1283},"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":800,"data":1285,"type":544},{"text":1286},"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":804,"data":1288,"type":568},{"text":1289,"level":47},"Frame Generation is a special case",{"id":808,"data":1291,"type":544},{"text":1292},"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":812,"data":1294,"type":544},{"text":1295},"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":816,"data":1297,"type":544},{"text":1298},"For diagnosis, separate base rendered performance, generated-frame output and input latency instead of treating one FPS counter as the whole system.",{"id":820,"data":1300,"type":568},{"text":1301,"level":47},"Responsiveness and FPS are not the same measurement",{"id":824,"data":1303,"type":544},{"text":1304},"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":828,"data":1306,"type":544},{"text":1307},"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.",{"id":832,"data":1309,"type":544},{"text":1310},"So the correct question may not be “Did FPS rise?” but “Did the part of the pipeline I care about get faster?”",{"id":836,"data":1312,"type":568},{"text":1313,"level":47},"The Wrong-Bottleneck Diagnostic",{"id":840,"data":1315,"type":612},{"steps":1316,"title":1338,"orientation":611},[1317,1320,1323,1326,1329,1332,1335],{"label":1318,"description":1319},"1. Check the cap","Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.",{"label":1321,"description":1322},"2. Drop resolution significantly","Use a large enough change to produce a clear GPU-work difference.",{"label":1324,"description":1325},"3. Compare average and frame time","Small throughput response suggests the main limit is elsewhere.",{"label":1327,"description":1328},"4. Compare GPU Busy with frame time","A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.",{"label":1330,"description":1331},"5. Test CPU-sensitive options","Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.",{"label":1333,"description":1334},"6. Watch memory and streaming","Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.",{"label":1336,"description":1337},"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":866,"data":1340,"type":568},{"text":1341,"level":47},"Do not optimize from the settings menu alone",{"id":870,"data":1343,"type":544},{"text":1344},"Graphics presets are designed for usability, not for exposing the engine's performance architecture.",{"id":874,"data":1346,"type":544},{"text":1347},"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":878,"data":1349,"type":544},{"text":1350},"For troubleshooting, individual changes are slower but much more informative.",{"id":882,"data":1352,"type":568},{"text":1353,"level":47},"A practical tuning order",{"id":886,"data":1355,"type":612},{"steps":1356,"title":1375,"orientation":611},[1357,1360,1363,1366,1369,1372],{"label":1358,"description":1359},"Baseline","Capture the problem scene with the current settings.",{"label":1361,"description":1362},"Determine GPU sensitivity","Change resolution\u002Frender scale or another strong GPU setting.",{"label":1364,"description":1365},"Determine CPU sensitivity","Change population, draw distance, simulation or other CPU-relevant settings when available.",{"label":1367,"description":1368},"Check memory pressure","Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.",{"label":1370,"description":1371},"Check pacing and limits","Review frame caps, V-Sync, VRR and frame-time consistency.",{"label":1373,"description":1374},"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":909,"data":1377,"type":568},{"text":1378,"level":47},"What would change this answer?",{"id":913,"data":1380,"type":544},{"text":1381},"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":917,"data":1383,"type":544},{"text":1384},"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":921,"data":1386,"type":568},{"text":1387,"level":47},"Limitations",{"id":925,"data":1389,"type":544},{"text":1390},"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":929,"data":1392,"type":544},{"text":1393},"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.",{"id":933,"data":1395,"type":568},{"text":1396,"level":47},"Conclusion",{"id":937,"data":1398,"type":544},{"text":1399},"If Low and Ultra deliver nearly the same FPS, do not keep lowering random settings.",{"id":941,"data":1401,"type":544},{"text":1402},"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":945,"data":1404,"type":568},{"text":947,"level":47},{"id":949,"data":1406,"type":949},{"items":1407,"title":1426},[1408,1411,1414,1417,1420,1423],{"id":953,"answer":1409,"question":1410},"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":957,"answer":1412,"question":1413},"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":961,"answer":1415,"question":1416},"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":965,"answer":1418,"question":1419},"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":969,"answer":1421,"question":1422},"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":973,"answer":1424,"question":1425},"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":978,"data":1428,"type":568},{"text":1429,"level":47},"Glossary",{"id":982,"data":1431,"type":982},{"title":1432,"entries":1433},"Key bottleneck terms",[1434,1437,1440,1443,1445,1447],{"term":1435,"anchor":988,"definition":1436},"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":1438,"anchor":992,"definition":1439},"GPU-bound","A performance state in which GPU execution consumes the limiting portion of the frame budget.",{"term":1441,"anchor":996,"definition":1442},"Scaling response","The change in performance produced by changing a workload such as resolution or graphics quality.",{"term":999,"anchor":1000,"definition":1444},"An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.",{"term":1003,"anchor":1004,"definition":1446},"A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.",{"term":1007,"anchor":1008,"definition":1448},"A Figure Rocks planning model that groups game settings by the types of CPU, GPU, memory or streaming work they commonly influence.",{"id":1011,"data":1450,"type":568},{"text":1451,"level":47},"Primary sources",{"id":1015,"data":1453,"type":1022},{"link":1017,"meta":1454},{"image":1455,"title":1456,"description":1457},{"url":13},"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.",{"id":1024,"data":1459,"type":1022},{"link":1026,"meta":1460},{"image":1461,"title":1029,"description":1462},{"url":13},"Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.",{"id":1032,"data":1464,"type":1022},{"link":1034,"meta":1465},{"image":1466,"title":1037,"description":1467},{"url":13},"Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.",{"id":1040,"data":1469,"type":1022},{"link":1042,"meta":1470},{"image":1471,"title":1472,"description":1473},{"url":13},"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":1048,"data":1475,"type":1022},{"link":1050,"meta":1476},{"image":1477,"title":1053,"description":1478},{"url":13},"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 bottlenecks.",{"lang":7,"title":534,"content":536,"contentJson":1482,"excerpt":1056},{"time":538,"blocks":1483,"version":1055},[1484,1486,1488,1490,1492,1494,1496,1498,1500,1502,1512,1514,1516,1518,1533,1535,1537,1539,1541,1543,1556,1558,1560,1562,1564,1566,1568,1570,1572,1574,1576,1578,1580,1582,1584,1586,1588,1590,1592,1594,1596,1598,1600,1602,1604,1606,1616,1618,1620,1622,1624,1626,1635,1637,1639,1641,1643,1645,1647,1649,1651,1653,1655,1664,1666,1675,1677,1681,1685,1689,1693],{"id":541,"data":1485,"type":544},{"text":543},{"id":546,"data":1487,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1489,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1491,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1493,"type":568},{"text":567,"level":47},{"id":570,"data":1495,"type":544},{"text":572},{"id":574,"data":1497,"type":544},{"text":576},{"id":578,"data":1499,"type":544},{"text":580},{"id":582,"data":1501,"type":568},{"text":584,"level":47},{"id":586,"data":1503,"type":612},{"steps":1504,"title":610,"orientation":611},[1505,1506,1507,1508,1509,1510,1511],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"label":602,"description":603},{"label":605,"description":606},{"label":608,"description":609},{"id":614,"data":1513,"type":551},{"body":616,"title":617,"variant":618},{"id":620,"data":1515,"type":568},{"text":622,"level":47},{"id":624,"data":1517,"type":544},{"text":626},{"id":628,"data":1519,"type":671},{"rows":1520,"title":659,"layout":660,"columns":1529},[1521,1523,1525,1527],{"id":632,"label":633,"values":1522},{"next":635,"result":636,"meaning":637},{"id":639,"label":640,"values":1524},{"next":642,"result":643,"meaning":644},{"id":646,"label":647,"values":1526},{"next":649,"result":650,"meaning":651},{"id":653,"label":654,"values":1528},{"next":656,"result":657,"meaning":658},[1530,1531,1532],{"id":663,"label":664},{"id":666,"label":667},{"id":669,"label":670},{"id":673,"data":1534,"type":568},{"text":675,"level":47},{"id":677,"data":1536,"type":544},{"text":679},{"id":681,"data":1538,"type":544},{"text":683},{"id":685,"data":1540,"type":544},{"text":687},{"id":689,"data":1542,"type":568},{"text":691,"level":47},{"id":693,"data":1544,"type":660},{"content":1545,"stretched":736,"withHeadings":15},[1546,1547,1548,1549,1550,1551,1552,1553,1554,1555],[697,698,699],[701,702,703],[705,706,707],[709,710,711],[713,714,715],[717,718,719],[721,722,723],[725,726,727],[729,730,731],[733,734,735],{"id":738,"data":1557,"type":551},{"body":740,"title":741,"variant":742},{"id":744,"data":1559,"type":568},{"text":746,"level":47},{"id":748,"data":1561,"type":544},{"text":750},{"id":752,"data":1563,"type":544},{"text":754},{"id":756,"data":1565,"type":544},{"text":758},{"id":760,"data":1567,"type":568},{"text":762,"level":47},{"id":764,"data":1569,"type":544},{"text":766},{"id":768,"data":1571,"type":544},{"text":770},{"id":772,"data":1573,"type":568},{"text":774,"level":47},{"id":776,"data":1575,"type":544},{"text":778},{"id":780,"data":1577,"type":544},{"text":782},{"id":784,"data":1579,"type":544},{"text":786},{"id":788,"data":1581,"type":568},{"text":790,"level":47},{"id":792,"data":1583,"type":544},{"text":794},{"id":796,"data":1585,"type":544},{"text":798},{"id":800,"data":1587,"type":544},{"text":802},{"id":804,"data":1589,"type":568},{"text":806,"level":47},{"id":808,"data":1591,"type":544},{"text":810},{"id":812,"data":1593,"type":544},{"text":814},{"id":816,"data":1595,"type":544},{"text":818},{"id":820,"data":1597,"type":568},{"text":822,"level":47},{"id":824,"data":1599,"type":544},{"text":826},{"id":828,"data":1601,"type":544},{"text":830},{"id":832,"data":1603,"type":544},{"text":834},{"id":836,"data":1605,"type":568},{"text":838,"level":47},{"id":840,"data":1607,"type":612},{"steps":1608,"title":864,"orientation":611},[1609,1610,1611,1612,1613,1614,1615],{"label":844,"description":845},{"label":847,"description":848},{"label":850,"description":851},{"label":853,"description":854},{"label":856,"description":857},{"label":859,"description":860},{"label":862,"description":863},{"id":866,"data":1617,"type":568},{"text":868,"level":47},{"id":870,"data":1619,"type":544},{"text":872},{"id":874,"data":1621,"type":544},{"text":876},{"id":878,"data":1623,"type":544},{"text":880},{"id":882,"data":1625,"type":568},{"text":884,"level":47},{"id":886,"data":1627,"type":612},{"steps":1628,"title":907,"orientation":611},[1629,1630,1631,1632,1633,1634],{"label":890,"description":891},{"label":893,"description":894},{"label":896,"description":897},{"label":899,"description":900},{"label":902,"description":903},{"label":905,"description":906},{"id":909,"data":1636,"type":568},{"text":911,"level":47},{"id":913,"data":1638,"type":544},{"text":915},{"id":917,"data":1640,"type":544},{"text":919},{"id":921,"data":1642,"type":568},{"text":923,"level":47},{"id":925,"data":1644,"type":544},{"text":927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Dieser Leitfaden erklärt, wie sich IO auf Ruckler auswirkt und was man zuerst ändern sollte.","2026-02-19T11:00:00.000Z",{"id":1707,"slug":1708,"title":1709,"excerpt":1710,"featuredImage":1711,"publishedAt":1712},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 lässt deine SSD keine Spiele dekomprimieren: Was Zstd und GPU-Dekompression tatsächlich bewirken","DirectStorage 1.4 fügt Zstandard-Komprimierung, GPU-Dekomprimierung und eine neue Game Asset Conditioning Library hinzu, aber die SSD selbst ist nach wie vor nur ein Teil der Ladepipeline. Dieser Leitfaden erklärt, was die SSD, DirectStorage, CPU, GPU und Game Engine jeweils tatsächlich tun.","\u002Fuploads\u002F2026\u002F09\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4.webp","2026-09-26T02:49:00.000Z",{"id":1714,"slug":1715,"title":1716,"excerpt":1717,"featuredImage":14,"publishedAt":1718},"180","router-checklist-v2-the-12-settings-that-prevent-lag-spikes","Router-Checkliste v2: Die 12 Einstellungen, die Lag-Spikes verhindern","Die meisten Lag-Spikes entstehen durch Last und Instabilität, nicht durch ‘schlechten Ping’. Nutze diese Router-Checkliste, um die Latenz unter Last zu stabilisieren, bevor du neue Hardware kaufst.","2026-02-20T16:00:00.000Z",{"id":1720,"slug":1721,"title":1722,"excerpt":1723,"featuredImage":1724,"publishedAt":1725},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Warum PC-Spiele beim Kompilieren von Shadern ruckeln – und wie Advanced Shader Delivery das ändert","Shader-Stottern tritt auf, wenn ein PC-Spiel GPU-Programme zum falschen Zeitpunkt kompilieren muss. Microsoft Advanced Shader Delivery verlagert einen Großteil dieser Arbeit vom PC des Spielers weg, indem hardwarespezifische Shader im Voraus vorbereitet und mit dem Spiel ausgeliefert werden.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z",{"id":1727,"slug":1728,"title":1729,"excerpt":1730,"featuredImage":1731,"publishedAt":1732},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression ist kein Upscaling: Wie KI Texturspeicher gegen GPU-Rechenleistung eintauschen kann","NVIDIA RTX Neural Texture Compression verändert die Art und Weise, wie Spielmaterialien gespeichert werden können. Anstatt jeden Texturkanal nur als herkömmliche Texel zu speichern, kann ein Material in kompakte latente Daten und einen kleinen neuronalen Decoder komprimiert und bei Bedarf von der GPU rekonstruiert werden.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":1734,"slug":1735,"title":1736,"excerpt":1737,"featuredImage":14,"publishedAt":1738},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Router-Checkliste für Gaming: Die Einstellungen, auf die es wirklich ankommt","Die meisten Router-Optimierungen helfen nicht. Diese Einstellungen schon: Warteschlangenmanagement unter Last, stabiles WLAN-Verhalten und das Vermeiden von Funktionen, die Latenz oder Instabilität verursachen.","2026-02-21T01:30:00.000Z",{"id":1740,"slug":1741,"title":1742,"excerpt":1743,"featuredImage":14,"publishedAt":1744},"217","nvidia-reflex-basics-when-it-helps-and-when-it-does-nothing","NVIDIA Reflex Grundlagen: Wann es hilft (und wann es nichts bringt)","Reflex reduziert die Verzögerung der Render-Warteschlange, wenn das Spiel GPU-limitiert und stabil ist. Erfahre mehr über die praktischen Bedingungen, unter denen es hilft, und die Fallen, die es sinnlos machen.","2026-02-20T21:00:00.000Z",{"id":1746,"slug":1747,"title":1748,"excerpt":1749,"featuredImage":14,"publishedAt":1750},"213","hdr-vs-sdr-decision-matrix-when-hdr-helps-and-when-sdr-wins","HDR vs. SDR Entscheidungsmatrix: Wann HDR hilft und wann SDR gewinnt","HDR ist nicht immer besser. Nutzen Sie diese einfache Entscheidungsmatrix, um HDR oder SDR pro Spiel basierend auf Lesbarkeit, Stabilität und dem tatsächlichen Verhalten Ihres Displays auszuwählen.","2026-02-21T05:20:00.000Z",{"id":1752,"slug":1753,"title":1754,"excerpt":1755,"featuredImage":1756,"publishedAt":1757},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM-Nutzung ist nicht VRAM-Anforderung: Warum eine vollständige Speicheranzeige nicht die ganze Geschichte erzählt","Wenn 7,8 GB auf einer 8-GB-Grafikkarte belegt sind, kann das wie ein Beweis dafür aussehen, dass einem Spiel der VRAM ausgegangen ist. So einfach ist es nicht. Dieser Leitfaden erklärt VRAM-Kapazität, Residenzbudgets, Working Sets, Shared Memory und wie man feststellt, ob Speicherdruck tatsächlich Ruckeln verursacht.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","2026-09-25T18:33:00.000Z","fallback",[],[]]