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Probablemente estés ajustando el cuello de botella equivocado","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u003Cp>Bajas las sombras, las texturas, los efectos e incluso la resolución, pero los FPS apenas se mueven. Eso no significa necesariamente que los ajustes estén rotos. A menudo significa que el ajuste que cambiaste no estaba estresando el componente que actualmente limita el rendimiento.\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\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Si bajar los ajustes gráficos no mejora los FPS, es posible que el juego no esté limitado por la GPU.\u003C\u002Fstrong> La CPU, la simulación del juego, el envío de draw calls, el streaming de assets, la presión de memoria, el límite de fotogramas u otro límite del pipeline pueden impedir que la GPU produzca más fotogramas. La solución correcta depende de qué parte del fotograma es realmente lenta.\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\">El modelo utilizado en este artículo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La Prueba de Respuesta al Cuello de Botella y el Mapa de Sensibilidad a los Ajustes que aparecen a continuación son modelos de diagnóstico prácticos de Figure Rocks. No son estándares formales de Intel, NVIDIA ni de fabricantes de motores.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\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\">Un preset gráfico no es un control de rendimiento universal\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">La Prueba de Respuesta al Cuello de Botella\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Por qué bajar la resolución es una prueba tan útil\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Limitado por CPU no significa “la CPU está al 100%”\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">El mapa de sensibilidad de la configuración\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">La baja utilización de la GPU puede ser un síntoma, no la enfermedad\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Por qué una mayor utilización de la GPU no siempre es el objetivo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Los límites de fotogramas pueden hacer que las configuraciones parezcan ineficaces\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Por qué DLSS, FSR o una escala de renderizado más baja a veces no hacen casi nada\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">La generación de fotogramas es un caso especial\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-41\" class=\"editorjs-toc__link\">La capacidad de respuesta y los FPS no son la misma medición\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">El diagnóstico del cuello de botella equivocado\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">No optimice solo desde el menú de configuración\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-51\" class=\"editorjs-toc__link\">Un orden práctico de ajuste\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Fuentes principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Un preset gráfico no es un control de rendimiento universal\u003C\u002Fh2>\n\u003Cp>Los menús gráficos agrupan muchas cargas de trabajo diferentes en una sola pantalla. Algunos ajustes aumentan principalmente el trabajo de la GPU. Otros aumentan el trabajo de la CPU, el tráfico de memoria, el streaming de assets o ambos.\u003C\u002Fp>\n\u003Cp>Bajar la resolución es un buen ejemplo. Normalmente reduce el número de píxeles que la GPU debe sombrear. Si la GPU era el componente limitante, los FPS pueden subir sustancialmente. Si la CPU ya tardaba más en preparar cada fotograma de lo que la GPU tardaba en renderizarlo, reducir el trabajo de píxeles puede dejar la tasa de fotogramas final casi sin cambios.\u003C\u002Fp>\n\u003Cp>La propia guía de Intel sobre cuellos de botella CPU\u002FGPU deja clara esta distinción: bajar la resolución puede liberar recursos de la GPU, mientras que ajustes como la distancia de dibujado pueden influir en el rendimiento de la CPU. El efecto depende de la escena y de la carga de trabajo, más que de una única regla universal de “preset bajo = más rápido”.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">La Prueba de Respuesta al Cuello de Botella\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Usa los cambios de ajustes como un experimento de diagnóstico\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. Registra una línea base repetible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usa la misma partida guardada, escena, ruta o benchmark y registra los FPS junto con el comportamiento del tiempo de fotograma.\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. Haz un cambio grande orientado a la GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Baja la resolución u otro ajuste claramente pesado para la GPU lo suficiente como para que la diferencia deba ser medible.\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. Mide la respuesta\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si los FPS suben de forma significativa, el trabajo de la GPU contribuía al límite. Si los FPS apenas se mueven, mira más allá de la carga bruta de renderizado de la GPU.\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. Inspecciona los tiempos de CPU\u002FGPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usa herramientas de tiempos o de utilización para ver si la GPU está ocupada durante la mayor parte del fotograma o esperando trabajo previo.\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. Prueba ajustes sensibles a la CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La densidad de multitudes, la simulación, la distancia de dibujado, el número de objetos o ajustes similares pueden afectar al trabajo del lado de la CPU en algunos juegos.\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. Comprueba los límites que no son de renderizado\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Los límites de fotogramas, V-Sync, el streaming, la presión de memoria, el trabajo en segundo plano y los límites del motor del juego pueden aplanar el escalado.\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. Repite en las mismas condiciones\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un diagnóstico útil depende de ejecuciones comparables, no de dos momentos de juego no relacionados.\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\">La regla útil\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un cambio de ajuste no es solo una optimización. Es una \u003Cstrong>sonda\u003C\u002Fstrong>. La forma en que responden los FPS te dice algo sobre el cuello de botella.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Por qué bajar la resolución es una prueba tan útil\u003C\u002Fh2>\n\u003Cp>La resolución cambia la cantidad de trabajo de píxeles que realiza la GPU. Eso la convierte en una de las primeras pruebas más claras para separar una situación fuertemente limitada por la GPU de otra limitada en otro lugar.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Qué puede decirte un gran cambio de resolución\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\">Resultado observado\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\">Interpretación probable\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\">Siguiente paso\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\">Gran aumento de FPS\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\">Pequeño aumento de FPS\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\">Respuesta mixta\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\">Sin respuesta en un techo fijo\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\">Limitado por CPU no significa “la CPU está al 100%”\u003C\u002Fh2>\n\u003Cp>Un error común es mirar la utilización total de la CPU y concluir que la CPU no puede ser el cuello de botella porque muestra un 40 o un 60 por ciento.\u003C\u002Fp>\n\u003Cp>Los juegos no distribuyen necesariamente su trabajo de fotograma más importante de forma perfecta entre todos los núcleos. Uno o unos pocos hilos críticos pueden determinar cuándo se puede enviar el siguiente fotograma, incluso mientras otros núcleos permanecen menos ocupados.\u003C\u002Fp>\n\u003Cp>Intel recomienda el análisis del equilibrio CPU\u002FGPU en lugar de depender de un único porcentaje de utilización. La métrica GPU Busy de PresentMon está diseñada específicamente para ayudar a evaluar qué parte del intervalo del fotograma está realmente ejecutando trabajo la GPU.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">El mapa de sensibilidad de la configuración\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\">Clase de configuración\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">A menudo estresa\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Por qué los FPS pueden o no responder\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Resolución \u002F escala de renderizado\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Principalmente carga de píxeles en la GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Gran respuesta cuando está limitado por la GPU; poca respuesta cuando está limitado por la CPU\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Ray tracing \u002F iluminación pesada\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\">Puede reducir fuertemente el tiempo de fotograma de la GPU cuando se baja\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Sombras\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU, a veces CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Depende de la distancia de sombras, el número de objetos y la implementación del motor\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Distancia de dibujado \u002F distancia de objetos\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\">Más objetos pueden aumentar el envío, la simulación y el trabajo de renderizado\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Densidad de multitudes \u002F NPC\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">A menudo CPU + GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La IA, la animación y la simulación pueden aumentar el costo del lado de la CPU\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Texturas\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">VRAM \u002F ancho de banda de memoria más que cómputo puro\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Puede afectar el tartamudeo o la presión de memoria sin grandes cambios en los FPS promedio\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Efectos \u002F volumétricos\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Principalmente GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">A menudo útil cuando el tiempo de ejecución de la GPU es alto\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Calidad de física \u002F simulación\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">A menudo CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Puede seguir siendo costoso incluso a baja resolución\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Escalado\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Carga de trabajo de GPU y canalización de imagen\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Útil principalmente cuando el costo de renderizado del lado de la GPU es significativo\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\">Estas son tendencias, no reglas universales\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">El nombre de una configuración no garantiza dónde ocurre el costo. Los motores implementan sombras, multitudes, streaming, física y visibilidad de manera diferente. Mide el juego real.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-22\">La baja utilización de la GPU puede ser un síntoma, no la enfermedad\u003C\u002Fh2>\n\u003Cp>Si la GPU está esperando a la CPU u otra parte anterior de la canalización, la utilización de la GPU puede caer aunque la tasa de fotogramas sea baja.\u003C\u002Fp>\n\u003Cp>Intel describe este patrón general como un cuello de botella: un componente limita la capacidad de otro componente para alcanzar su potencial. Su guía para desarrolladores también muestra escenarios limitados por la CPU en los que la GPU está inactiva mientras espera trabajo de la CPU.\u003C\u002Fp>\n\u003Cp>Eso no significa que cada lectura de GPU del 70 por ciento demuestre un cuello de botella de la CPU. Los límites de fotogramas, la carga, los menús, la gestión de energía, el comportamiento de la telemetría y las transiciones de escena pueden afectar la utilización. La medición de tiempos es una evidencia más sólida que un solo porcentaje.\u003C\u002Fp>\n\u003Ch2 id=\"section-26\">Por qué una mayor utilización de la GPU no siempre es el objetivo\u003C\u002Fh2>\n\u003Cp>Una GPU al 99 por ciento de utilización puede ser perfectamente normal cuando el objetivo es la máxima calidad de imagen o rendimiento. Una GPU por debajo del 99 por ciento también puede ser perfectamente normal cuando la tasa de fotogramas está limitada o el juego deja intencionalmente un margen.\u003C\u002Fp>\n\u003Cp>La pregunta útil no es “¿Cómo fuerzo el 100% de GPU?” Sino “¿Qué impide que el fotograma se complete antes, y realmente necesito que se complete antes?”\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Los límites de fotogramas pueden hacer que las configuraciones parezcan ineficaces\u003C\u002Fh2>\n\u003Cp>Si un juego está limitado a 120 FPS y ya alcanza 120 FPS, bajar la configuración gráfica no puede hacer que la tasa de fotogramas mostrada suba por encima de ese límite.\u003C\u002Fp>\n\u003Cp>El margen extra aún puede importar: la carga de la GPU, el consumo de energía, el ruido del ventilador o el comportamiento de la latencia pueden cambiar aunque el contador de FPS permanezca fijo.\u003C\u002Fp>\n\u003Cp>Antes de tratar los FPS sin cambios como evidencia de un cuello de botella de la CPU, verifica si un limitador del juego, un limitador del controlador, el comportamiento de V-Sync u otro límite de presentación está manteniendo la tasa en un techo fijo.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Por qué DLSS, FSR o una escala de renderizado más baja a veces no hacen casi nada\u003C\u002Fh2>\n\u003Cp>Las tecnologías de escalado reducen la resolución de parte de la carga de trabajo de renderizado y reconstruyen la imagen final. Eso es muy útil cuando el renderizado de píxeles es costoso.\u003C\u002Fp>\n\u003Cp>Pero si la CPU o la simulación ya determinan el intervalo de fotograma, reducir el trabajo de píxeles de la GPU puede no aumentar significativamente la tasa de fotogramas renderizados base.\u003C\u002Fp>\n\u003Cp>Por eso un juego puede mostrar casi los mismos FPS a resolución nativa y a una resolución de renderizado interna mucho más baja. La GPU recibió capacidad adicional, pero el siguiente fotograma aún no puede comenzar o terminar antes porque otra dependencia es más lenta.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">La generación de fotogramas es un caso especial\u003C\u002Fh2>\n\u003Cp>La generación de fotogramas complica la interpretación habitual de los FPS porque los fotogramas generados pueden aumentar la salida de fotogramas mostrados sin requerir que la CPU simule cada fotograma generado.\u003C\u002Fp>\n\u003Cp>NVIDIA documenta explícitamente esto como una de las razones por las que la generación de fotogramas DLSS puede elevar la tasa de fotogramas mostrada en escenarios limitados por la CPU. Eso no significa que el cuello de botella original de la CPU haya desaparecido; significa que la canalización de presentación puede producir fotogramas adicionales más allá de la tasa nativa de simulación\u002Fenvío de renderizado de la CPU.\u003C\u002Fp>\n\u003Cp>Para el diagnóstico, separe el rendimiento base renderizado, la salida de fotogramas generados y la latencia de entrada en lugar de tratar un solo contador de FPS como todo el sistema.\u003C\u002Fp>\n\u003Ch2 id=\"section-41\">La capacidad de respuesta y los FPS no son la misma medición\u003C\u002Fh2>\n\u003Cp>Un cuello de botella de CPU o GPU también afecta la latencia de manera diferente. La documentación de NVIDIA Reflex separa la canalización de latencia en etapas que incluyen entrada, simulación, envío de renderizado, controlador, cola de renderizado y renderizado de GPU.\u003C\u002Fp>\n\u003Cp>Eso es útil porque un cambio gráfico puede mejorar el tiempo de renderizado de la GPU mientras deja el tiempo de simulación o envío de la CPU casi sin cambios.\u003C\u002Fp>\n\u003Cp>Entonces, la pregunta correcta puede no ser “¿Subieron los FPS?” sino “¿Se aceleró la parte de la canalización que me importa?”\u003C\u002Fp>\n\u003Ch2 id=\"section-45\">El diagnóstico del cuello de botella equivocado\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cuando la configuración baja y la configuración ultra rinden casi igual\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. Verifique el límite\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Confirme que los FPS no estén limitados por un juego, controlador, V-Sync o limitador externo.\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. Reduzca la resolución significativamente\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Use un cambio lo suficientemente grande como para producir una diferencia clara en el trabajo de la GPU.\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. Compare el promedio y el tiempo de fotograma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una pequeña respuesta en el rendimiento sugiere que el límite principal está en otro lugar.\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. Compare GPU Busy con el tiempo de fotograma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una GPU ocupada durante la mayor parte del fotograma sugiere presión de GPU; un tiempo de inactividad significativo apunta hacia aguas arriba.\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. Pruebe opciones sensibles a la CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Reduzca la distancia de dibujado, multitudes, simulación o configuraciones con muchos objetos donde el juego las exponga.\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. Vigile la memoria y el streaming\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El stutter puede persistir debido a la presión de VRAM\u002FRAM o al streaming de recursos incluso cuando la carga promedio de cómputo de la GPU disminuye.\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. Cambie solo una clase de carga de trabajo a la vez\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">De lo contrario, no podrá saber qué cambio afectó realmente al cuello de botella.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-47\">No optimice solo desde el menú de configuración\u003C\u002Fh2>\n\u003Cp>Los preajustes gráficos están diseñados para la usabilidad, no para exponer la arquitectura de rendimiento del motor.\u003C\u002Fp>\n\u003Cp>Un preajuste “Medio” puede cambiar diez variables no relacionadas a la vez. Si el rendimiento mejora, aún no sabe qué cambio importó. Si no mejora, una opción con mucha carga de CPU o streaming aún puede dominar.\u003C\u002Fp>\n\u003Cp>Para la resolución de problemas, los cambios individuales son más lentos pero mucho más informativos.\u003C\u002Fp>\n\u003Ch2 id=\"section-51\">Un orden práctico de ajuste\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ajuste el cuello de botella en lugar de la etiqueta\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\">Línea base\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Capture la escena problemática con la configuración actual.\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\">Determine la sensibilidad de la GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Cambie la resolución\u002Fescala de renderizado u otra configuración fuerte de GPU.\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\">Determine la sensibilidad de la CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Cambie la población, distancia de dibujado, simulación u otras configuraciones relevantes para la CPU cuando estén disponibles.\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\">Verifique la presión de memoria\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Vigile el comportamiento de VRAM\u002FRAM y si el stutter se correlaciona con áreas nuevas o cargas de recursos.\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\">Verifique el ritmo y los límites\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Revise los límites de fotogramas, V-Sync, VRR y la consistencia del tiempo de fotograma.\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\">Aplique el compromiso visual más económico\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una vez conocido el cuello de botella, reduzca las configuraciones que aportan más rendimiento por el menor costo visual.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-53\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>El cuello de botella exacto puede cambiar de una escena a otra. Un pasillo interior puede estar limitado por la GPU mientras que una ciudad densa o una batalla de estrategia puede estar limitada por la CPU. Por lo tanto, el diagnóstico debe apuntar a la carga de trabajo que realmente causa el problema de rendimiento.\u003C\u002Fp>\n\u003Cp>La generación de fotogramas, la resolución dinámica, la calidad adaptativa a nivel de motor y los futuros sistemas de programación también pueden hacer que el escalado simple de FPS sea menos intuitivo. El método central sigue siendo válido: cambia una carga de trabajo, observa la respuesta e identifica en qué etapa dejó de mejorar.\u003C\u002Fp>\n\u003Ch2 id=\"section-56\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Este artículo proporciona un marco de diagnóstico, no una asignación universal de cada ajuste gráfico al costo de CPU o GPU. La arquitectura del motor determina la carga de trabajo real.\u003C\u002Fp>\n\u003Cp>Los porcentajes de utilización por sí solos no pueden probar un cuello de botella. Los rastreos de tiempos, las pruebas repetibles y la respuesta a cambios controlados de ajustes proporcionan evidencia más sólida.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Conclusión\u003C\u002Fh2>\n\u003Cp>Si Bajo y Ultra ofrecen casi los mismos FPS, no sigas bajando ajustes al azar.\u003C\u002Fp>\n\u003Cp>Usa la falta de escalado como evidencia. Prueba la resolución, inspecciona los tiempos de CPU\u002FGPU, verifica los límites y luego apunta a los ajustes que afectan la carga de trabajo limitante. El ajuste del rendimiento se vuelve mucho más fácil una vez que dejas de preguntar \"¿Qué ajuste es costoso?\" y empiezas a preguntar \"¿Qué componente impide que el siguiente fotograma termine antes?\"\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Preguntas frecuentes\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\">Ajustes gráficos, cuellos de botella de CPU y bajo uso de GPU\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\">¿Por qué bajar los ajustes gráficos no aumenta mis FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Porque la GPU puede no ser el componente que limita la tasa de fotogramas. El trabajo de CPU, la simulación, el streaming, un límite de fotogramas u otra restricción de la canalización pueden determinar el intervalo entre fotogramas.\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\">¿Por qué 1080p y 1440p me dan casi los mismos FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Una pequeña diferencia puede indicar que el renderizado de píxeles no es el límite dominante en esa escena. Prueba los tiempos de CPU\u002FGPU y confirma que no haya un límite de fotogramas activo.\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\">¿Un bajo uso de GPU siempre significa un cuello de botella de CPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. También puede deberse a límites de fotogramas, carga, menús, comportamiento de energía u otros límites. Usa datos de tiempos y pruebas controladas en lugar de un solo número de utilización.\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\">¿Puede un juego estar limitado por CPU cuando el uso total de CPU es inferior al 100%?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sí. El trabajo crítico del juego puede depender de uno o unos pocos hilos mientras otros núcleos permanecen menos utilizados.\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\">¿Qué ajustes gráficos afectan a la CPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Varía según el motor, pero la distancia de dibujado, la cantidad de objetos, las multitudes, la simulación, la física y algunos sistemas de sombras pueden aumentar el trabajo del lado de la CPU.\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\">¿Por qué el escalado no mejora los FPS en algunos juegos?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">El escalado reduce principalmente la carga de renderizado de la GPU. Si la CPU u otra etapa ya limita la producción de fotogramas, reducir el trabajo de píxeles puede producir poco aumento adicional de FPS base.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-64\">Glosario\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\">Términos clave sobre cuellos de botella\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\">Limitado por CPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un estado de rendimiento en el que el trabajo o la sumisión del lado de la CPU impide que los fotogramas se produzcan más rápido incluso si la GPU tiene capacidad adicional.\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\">Limitado por GPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un estado de rendimiento en el que la ejecución de la GPU consume la porción limitante del presupuesto de fotograma.\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\">Respuesta de escalado\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">El cambio en el rendimiento producido al cambiar una carga de trabajo como la resolución o la calidad gráfica.\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\">Una métrica de Intel PresentMon que ayuda a comparar el tiempo de ejecución de la GPU con el tiempo total de fotograma para evaluar el equilibrio CPU\u002FGPU.\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\">Prueba de respuesta de cuello de botella\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un método de Figure Rocks que utiliza cambios controlados de ajustes y mediciones de tiempos para identificar qué carga de trabajo limita el rendimiento.\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\">Mapa de sensibilidad de ajustes\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de planificación de Figure Rocks que agrupa los ajustes del juego según los tipos de trabajo de CPU, GPU, memoria o streaming que suelen influir.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-66\">Fuentes principales\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 — Localizar y resolver cuellos de botella CPU-GPU\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guía oficial de Intel sobre el desequilibrio CPU\u002FGPU, cuellos de botella dependientes de la escena y cómo la resolución y los ajustes de distancia de dibujado pueden afectar diferentes cargas de trabajo.\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\">Herramienta oficial de monitoreo de rendimiento de Intel con GPU Busy, equilibrio CPU\u002FGPU, gráficos en tiempo real, percentiles y telemetría.\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 — SDK de Reflex\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial de NVIDIA que separa las etapas de latencia y describe el comportamiento de la cola de renderizado y los tiempos CPU\u002FGPU.\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\">Blog técnico de NVIDIA — Hilos de CPU y rendimiento en juegos\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Análisis oficial de desarrolladores de NVIDIA sobre cargas de trabajo de juegos limitadas por CPU, programación de hilos y restricciones de rendimiento del lado de la CPU.\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 — Ciencia de GPU Ada \u002F DLSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Material técnico oficial de NVIDIA que explica el comportamiento de juegos limitados por CPU y por qué la generación de fotogramas puede aumentar los FPS mostrados sin requerir que la CPU renderice cada fotograma generado.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1055},1790375214284,[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},"Bajas las sombras, las texturas, los efectos e incluso la resolución, pero los FPS apenas se mueven. Eso no significa necesariamente que los ajustes estén rotos. A menudo significa que el ajuste que cambiaste no estaba estresando el componente que actualmente limita el rendimiento.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Si bajar los ajustes gráficos no mejora los FPS, es posible que el juego no esté limitado por la GPU.\u003C\u002Fstrong> La CPU, la simulación del juego, el envío de draw calls, el streaming de assets, la presión de memoria, el límite de fotogramas u otro límite del pipeline pueden impedir que la GPU produzca más fotogramas. La solución correcta depende de qué parte del fotograma es realmente lenta.","Respuesta directa","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"La Prueba de Respuesta al Cuello de Botella y el Mapa de Sensibilidad a los Ajustes que aparecen a continuación son modelos de diagnóstico prácticos de Figure Rocks. No son estándares formales de Intel, NVIDIA ni de fabricantes de motores.","El modelo utilizado en este artículo","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Contenido",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-preset",{"text":567,"level":47},"Un preset gráfico no es un control de rendimiento universal","header",{"id":570,"data":571,"type":544},"p-preset-1",{"text":572},"Los menús gráficos agrupan muchas cargas de trabajo diferentes en una sola pantalla. Algunos ajustes aumentan principalmente el trabajo de la GPU. Otros aumentan el trabajo de la CPU, el tráfico de memoria, el streaming de assets o ambos.",{"id":574,"data":575,"type":544},"p-preset-2",{"text":576},"Bajar la resolución es un buen ejemplo. Normalmente reduce el número de píxeles que la GPU debe sombrear. Si la GPU era el componente limitante, los FPS pueden subir sustancialmente. Si la CPU ya tardaba más en preparar cada fotograma de lo que la GPU tardaba en renderizarlo, reducir el trabajo de píxeles puede dejar la tasa de fotogramas final casi sin cambios.",{"id":578,"data":579,"type":544},"p-preset-3",{"text":580},"La propia guía de Intel sobre cuellos de botella CPU\u002FGPU deja clara esta distinción: bajar la resolución puede liberar recursos de la GPU, mientras que ajustes como la distancia de dibujado pueden influir en el rendimiento de la CPU. El efecto depende de la escena y de la carga de trabajo, más que de una única regla universal de “preset bajo = más rápido”.",{"id":582,"data":583,"type":568},"h-test",{"text":584,"level":47},"La Prueba de Respuesta al Cuello de Botella",{"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. Registra una línea base repetible","Usa la misma partida guardada, escena, ruta o benchmark y registra los FPS junto con el comportamiento del tiempo de fotograma.",{"label":593,"description":594},"2. Haz un cambio grande orientado a la GPU","Baja la resolución u otro ajuste claramente pesado para la GPU lo suficiente como para que la diferencia deba ser medible.",{"label":596,"description":597},"3. Mide la respuesta","Si los FPS suben de forma significativa, el trabajo de la GPU contribuía al límite. Si los FPS apenas se mueven, mira más allá de la carga bruta de renderizado de la GPU.",{"label":599,"description":600},"4. Inspecciona los tiempos de CPU\u002FGPU","Usa herramientas de tiempos o de utilización para ver si la GPU está ocupada durante la mayor parte del fotograma o esperando trabajo previo.",{"label":602,"description":603},"5. Prueba ajustes sensibles a la CPU","La densidad de multitudes, la simulación, la distancia de dibujado, el número de objetos o ajustes similares pueden afectar al trabajo del lado de la CPU en algunos juegos.",{"label":605,"description":606},"6. Comprueba los límites que no son de renderizado","Los límites de fotogramas, V-Sync, el streaming, la presión de memoria, el trabajo en segundo plano y los límites del motor del juego pueden aplanar el escalado.",{"label":608,"description":609},"7. Repite en las mismas condiciones","Un diagnóstico útil depende de ejecuciones comparables, no de dos momentos de juego no relacionados.","Usa los cambios de ajustes como un experimento de diagnóstico","auto","processFlow",{"id":614,"data":615,"type":551},"probe-rule",{"body":616,"title":617,"variant":618},"Un cambio de ajuste no es solo una optimización. Es una \u003Cstrong>sonda\u003C\u002Fstrong>. La forma en que responden los FPS te dice algo sobre el cuello de botella.","La regla útil","success",{"id":620,"data":621,"type":568},"h-resolution",{"text":622,"level":47},"Por qué bajar la resolución es una prueba tan útil",{"id":624,"data":625,"type":544},"p-res-1",{"text":626},"La resolución cambia la cantidad de trabajo de píxeles que realiza la GPU. Eso la convierte en una de las primeras pruebas más claras para separar una situación fuertemente limitada por la GPU de otra limitada en otro lugar.",{"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","Gran aumento de FPS",{"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","Pequeño aumento de FPS",{"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","Respuesta mixta",{"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","Sin respuesta en un techo fijo",{"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","Qué puede decirte un gran cambio de resolución","table",[662,665,668],{"id":663,"label":664},"result","Resultado observado",{"id":666,"label":667},"meaning","Interpretación probable",{"id":669,"label":670},"next","Siguiente paso","comparison",{"id":673,"data":674,"type":568},"h-cpu100",{"text":675,"level":47},"Limitado por CPU no significa “la CPU está al 100%”",{"id":677,"data":678,"type":544},"p-cpu-1",{"text":679},"Un error común es mirar la utilización total de la CPU y concluir que la CPU no puede ser el cuello de botella porque muestra un 40 o un 60 por ciento.",{"id":681,"data":682,"type":544},"p-cpu-2",{"text":683},"Los juegos no distribuyen necesariamente su trabajo de fotograma más importante de forma perfecta entre todos los núcleos. Uno o unos pocos hilos críticos pueden determinar cuándo se puede enviar el siguiente fotograma, incluso mientras otros núcleos permanecen menos ocupados.",{"id":685,"data":686,"type":544},"p-cpu-3",{"text":687},"Intel recomienda el análisis del equilibrio CPU\u002FGPU en lugar de depender de un único porcentaje de utilización. La métrica GPU Busy de PresentMon está diseñada específicamente para ayudar a evaluar qué parte del intervalo del fotograma está realmente ejecutando trabajo la GPU.",{"id":689,"data":690,"type":568},"h-map",{"text":691,"level":47},"El mapa de sensibilidad de la configuración",{"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],"Clase de configuración","A menudo estresa","Por qué los FPS pueden o no responder",[701,702,703],"Resolución \u002F escala de renderizado","Principalmente carga de píxeles en la GPU","Gran respuesta cuando está limitado por la GPU; poca respuesta cuando está limitado por la CPU",[705,706,707],"Ray tracing \u002F iluminación pesada","GPU","Puede reducir fuertemente el tiempo de fotograma de la GPU cuando se baja",[709,710,711],"Sombras","GPU, a veces CPU","Depende de la distancia de sombras, el número de objetos y la implementación del motor",[713,714,715],"Distancia de dibujado \u002F distancia de objetos","CPU + GPU","Más objetos pueden aumentar el envío, la simulación y el trabajo de renderizado",[717,718,719],"Densidad de multitudes \u002F NPC","A menudo CPU + GPU","La IA, la animación y la simulación pueden aumentar el costo del lado de la CPU",[721,722,723],"Texturas","VRAM \u002F ancho de banda de memoria más que cómputo puro","Puede afectar el tartamudeo o la presión de memoria sin grandes cambios en los FPS promedio",[725,726,727],"Efectos \u002F volumétricos","Principalmente GPU","A menudo útil cuando el tiempo de ejecución de la GPU es alto",[729,730,731],"Calidad de física \u002F simulación","A menudo CPU","Puede seguir siendo costoso incluso a baja resolución",[733,734,735],"Escalado","Carga de trabajo de GPU y canalización de imagen","Útil principalmente cuando el costo de renderizado del lado de la GPU es significativo",false,{"id":738,"data":739,"type":551},"tendency-warning",{"body":740,"title":741,"variant":742},"El nombre de una configuración no garantiza dónde ocurre el costo. Los motores implementan sombras, multitudes, streaming, física y visibilidad de manera diferente. Mide el juego real.","Estas son tendencias, no reglas universales","warning",{"id":744,"data":745,"type":568},"h-lowgpu",{"text":746,"level":47},"La baja utilización de la GPU puede ser un síntoma, no la enfermedad",{"id":748,"data":749,"type":544},"p-lowgpu-1",{"text":750},"Si la GPU está esperando a la CPU u otra parte anterior de la canalización, la utilización de la GPU puede caer aunque la tasa de fotogramas sea baja.",{"id":752,"data":753,"type":544},"p-lowgpu-2",{"text":754},"Intel describe este patrón general como un cuello de botella: un componente limita la capacidad de otro componente para alcanzar su potencial. Su guía para desarrolladores también muestra escenarios limitados por la CPU en los que la GPU está inactiva mientras espera trabajo de la CPU.",{"id":756,"data":757,"type":544},"p-lowgpu-3",{"text":758},"Eso no significa que cada lectura de GPU del 70 por ciento demuestre un cuello de botella de la CPU. Los límites de fotogramas, la carga, los menús, la gestión de energía, el comportamiento de la telemetría y las transiciones de escena pueden afectar la utilización. La medición de tiempos es una evidencia más sólida que un solo porcentaje.",{"id":760,"data":761,"type":568},"h-util",{"text":762,"level":47},"Por qué una mayor utilización de la GPU no siempre es el objetivo",{"id":764,"data":765,"type":544},"p-util-1",{"text":766},"Una GPU al 99 por ciento de utilización puede ser perfectamente normal cuando el objetivo es la máxima calidad de imagen o rendimiento. Una GPU por debajo del 99 por ciento también puede ser perfectamente normal cuando la tasa de fotogramas está limitada o el juego deja intencionalmente un margen.",{"id":768,"data":769,"type":544},"p-util-2",{"text":770},"La pregunta útil no es “¿Cómo fuerzo el 100% de GPU?” Sino “¿Qué impide que el fotograma se complete antes, y realmente necesito que se complete antes?”",{"id":772,"data":773,"type":568},"h-cap",{"text":774,"level":47},"Los límites de fotogramas pueden hacer que las configuraciones parezcan ineficaces",{"id":776,"data":777,"type":544},"p-cap-1",{"text":778},"Si un juego está limitado a 120 FPS y ya alcanza 120 FPS, bajar la configuración gráfica no puede hacer que la tasa de fotogramas mostrada suba por encima de ese límite.",{"id":780,"data":781,"type":544},"p-cap-2",{"text":782},"El margen extra aún puede importar: la carga de la GPU, el consumo de energía, el ruido del ventilador o el comportamiento de la latencia pueden cambiar aunque el contador de FPS permanezca fijo.",{"id":784,"data":785,"type":544},"p-cap-3",{"text":786},"Antes de tratar los FPS sin cambios como evidencia de un cuello de botella de la CPU, verifica si un limitador del juego, un limitador del controlador, el comportamiento de V-Sync u otro límite de presentación está manteniendo la tasa en un techo fijo.",{"id":788,"data":789,"type":568},"h-upscale",{"text":790,"level":47},"Por qué DLSS, FSR o una escala de renderizado más baja a veces no hacen casi nada",{"id":792,"data":793,"type":544},"p-up-1",{"text":794},"Las tecnologías de escalado reducen la resolución de parte de la carga de trabajo de renderizado y reconstruyen la imagen final. Eso es muy útil cuando el renderizado de píxeles es costoso.",{"id":796,"data":797,"type":544},"p-up-2",{"text":798},"Pero si la CPU o la simulación ya determinan el intervalo de fotograma, reducir el trabajo de píxeles de la GPU puede no aumentar significativamente la tasa de fotogramas renderizados base.",{"id":800,"data":801,"type":544},"p-up-3",{"text":802},"Por eso un juego puede mostrar casi los mismos FPS a resolución nativa y a una resolución de renderizado interna mucho más baja. La GPU recibió capacidad adicional, pero el siguiente fotograma aún no puede comenzar o terminar antes porque otra dependencia es más lenta.",{"id":804,"data":805,"type":568},"h-fg",{"text":806,"level":47},"La generación de fotogramas es un caso especial",{"id":808,"data":809,"type":544},"p-fg-1",{"text":810},"La generación de fotogramas complica la interpretación habitual de los FPS porque los fotogramas generados pueden aumentar la salida de fotogramas mostrados sin requerir que la CPU simule cada fotograma generado.",{"id":812,"data":813,"type":544},"p-fg-2",{"text":814},"NVIDIA documenta explícitamente esto como una de las razones por las que la generación de fotogramas DLSS puede elevar la tasa de fotogramas mostrada en escenarios limitados por la CPU. Eso no significa que el cuello de botella original de la CPU haya desaparecido; significa que la canalización de presentación puede producir fotogramas adicionales más allá de la tasa nativa de simulación\u002Fenvío de renderizado de la CPU.",{"id":816,"data":817,"type":544},"p-fg-3",{"text":818},"Para el diagnóstico, separe el rendimiento base renderizado, la salida de fotogramas generados y la latencia de entrada en lugar de tratar un solo contador de FPS como todo el sistema.",{"id":820,"data":821,"type":568},"h-latency",{"text":822,"level":47},"La capacidad de respuesta y los FPS no son la misma medición",{"id":824,"data":825,"type":544},"p-lat-1",{"text":826},"Un cuello de botella de CPU o GPU también afecta la latencia de manera diferente. La documentación de NVIDIA Reflex separa la canalización de latencia en etapas que incluyen entrada, simulación, envío de renderizado, controlador, cola de renderizado y renderizado de GPU.",{"id":828,"data":829,"type":544},"p-lat-2",{"text":830},"Eso es útil porque un cambio gráfico puede mejorar el tiempo de renderizado de la GPU mientras deja el tiempo de simulación o envío de la CPU casi sin cambios.",{"id":832,"data":833,"type":544},"p-lat-3",{"text":834},"Entonces, la pregunta correcta puede no ser “¿Subieron los FPS?” sino “¿Se aceleró la parte de la canalización que me importa?”",{"id":836,"data":837,"type":568},"h-diag",{"text":838,"level":47},"El diagnóstico del cuello de botella equivocado",{"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. Verifique el límite","Confirme que los FPS no estén limitados por un juego, controlador, V-Sync o limitador externo.",{"label":847,"description":848},"2. Reduzca la resolución significativamente","Use un cambio lo suficientemente grande como para producir una diferencia clara en el trabajo de la GPU.",{"label":850,"description":851},"3. Compare el promedio y el tiempo de fotograma","Una pequeña respuesta en el rendimiento sugiere que el límite principal está en otro lugar.",{"label":853,"description":854},"4. Compare GPU Busy con el tiempo de fotograma","Una GPU ocupada durante la mayor parte del fotograma sugiere presión de GPU; un tiempo de inactividad significativo apunta hacia aguas arriba.",{"label":856,"description":857},"5. Pruebe opciones sensibles a la CPU","Reduzca la distancia de dibujado, multitudes, simulación o configuraciones con muchos objetos donde el juego las exponga.",{"label":859,"description":860},"6. Vigile la memoria y el streaming","El stutter puede persistir debido a la presión de VRAM\u002FRAM o al streaming de recursos incluso cuando la carga promedio de cómputo de la GPU disminuye.",{"label":862,"description":863},"7. Cambie solo una clase de carga de trabajo a la vez","De lo contrario, no podrá saber qué cambio afectó realmente al cuello de botella.","Cuando la configuración baja y la configuración ultra rinden casi igual",{"id":866,"data":867,"type":568},"h-menu",{"text":868,"level":47},"No optimice solo desde el menú de configuración",{"id":870,"data":871,"type":544},"p-menu-1",{"text":872},"Los preajustes gráficos están diseñados para la usabilidad, no para exponer la arquitectura de rendimiento del motor.",{"id":874,"data":875,"type":544},"p-menu-2",{"text":876},"Un preajuste “Medio” puede cambiar diez variables no relacionadas a la vez. Si el rendimiento mejora, aún no sabe qué cambio importó. Si no mejora, una opción con mucha carga de CPU o streaming aún puede dominar.",{"id":878,"data":879,"type":544},"p-menu-3",{"text":880},"Para la resolución de problemas, los cambios individuales son más lentos pero mucho más informativos.",{"id":882,"data":883,"type":568},"h-order",{"text":884,"level":47},"Un orden práctico de ajuste",{"id":886,"data":887,"type":612},"tune-order",{"steps":888,"title":907,"orientation":611},[889,892,895,898,901,904],{"label":890,"description":891},"Línea base","Capture la escena problemática con la configuración actual.",{"label":893,"description":894},"Determine la sensibilidad de la GPU","Cambie la resolución\u002Fescala de renderizado u otra configuración fuerte de GPU.",{"label":896,"description":897},"Determine la sensibilidad de la CPU","Cambie la población, distancia de dibujado, simulación u otras configuraciones relevantes para la CPU cuando estén disponibles.",{"label":899,"description":900},"Verifique la presión de memoria","Vigile el comportamiento de VRAM\u002FRAM y si el stutter se correlaciona con áreas nuevas o cargas de recursos.",{"label":902,"description":903},"Verifique el ritmo y los límites","Revise los límites de fotogramas, V-Sync, VRR y la consistencia del tiempo de fotograma.",{"label":905,"description":906},"Aplique el compromiso visual más económico","Una vez conocido el cuello de botella, reduzca las configuraciones que aportan más rendimiento por el menor costo visual.","Ajuste el cuello de botella en lugar de la etiqueta",{"id":909,"data":910,"type":568},"h-change",{"text":911,"level":47},"¿Qué cambiaría esta respuesta?",{"id":913,"data":914,"type":544},"p-change-1",{"text":915},"El cuello de botella exacto puede cambiar de una escena a otra. Un pasillo interior puede estar limitado por la GPU mientras que una ciudad densa o una batalla de estrategia puede estar limitada por la CPU. Por lo tanto, el diagnóstico debe apuntar a la carga de trabajo que realmente causa el problema de rendimiento.",{"id":917,"data":918,"type":544},"p-change-2",{"text":919},"La generación de fotogramas, la resolución dinámica, la calidad adaptativa a nivel de motor y los futuros sistemas de programación también pueden hacer que el escalado simple de FPS sea menos intuitivo. El método central sigue siendo válido: cambia una carga de trabajo, observa la respuesta e identifica en qué etapa dejó de mejorar.",{"id":921,"data":922,"type":568},"h-limit",{"text":923,"level":47},"Limitaciones",{"id":925,"data":926,"type":544},"p-limit-1",{"text":927},"Este artículo proporciona un marco de diagnóstico, no una asignación universal de cada ajuste gráfico al costo de CPU o GPU. La arquitectura del motor determina la carga de trabajo real.",{"id":929,"data":930,"type":544},"p-limit-2",{"text":931},"Los porcentajes de utilización por sí solos no pueden probar un cuello de botella. Los rastreos de tiempos, las pruebas repetibles y la respuesta a cambios controlados de ajustes proporcionan evidencia más sólida.",{"id":933,"data":934,"type":568},"h-conclusion",{"text":935,"level":47},"Conclusión",{"id":937,"data":938,"type":544},"p-conc-1",{"text":939},"Si Bajo y Ultra ofrecen casi los mismos FPS, no sigas bajando ajustes al azar.",{"id":941,"data":942,"type":544},"p-conc-2",{"text":943},"Usa la falta de escalado como evidencia. Prueba la resolución, inspecciona los tiempos de CPU\u002FGPU, verifica los límites y luego apunta a los ajustes que afectan la carga de trabajo limitante. El ajuste del rendimiento se vuelve mucho más fácil una vez que dejas de preguntar \"¿Qué ajuste es costoso?\" y empiezas a preguntar \"¿Qué componente impide que el siguiente fotograma termine antes?\"",{"id":945,"data":946,"type":568},"h-faq",{"text":947,"level":47},"Preguntas frecuentes",{"id":949,"data":950,"type":949},"faq",{"items":951,"title":976},[952,956,960,964,968,972],{"id":953,"answer":954,"question":955},"faq1","Porque la GPU puede no ser el componente que limita la tasa de fotogramas. El trabajo de CPU, la simulación, el streaming, un límite de fotogramas u otra restricción de la canalización pueden determinar el intervalo entre fotogramas.","¿Por qué bajar los ajustes gráficos no aumenta mis FPS?",{"id":957,"answer":958,"question":959},"faq2","Una pequeña diferencia puede indicar que el renderizado de píxeles no es el límite dominante en esa escena. Prueba los tiempos de CPU\u002FGPU y confirma que no haya un límite de fotogramas activo.","¿Por qué 1080p y 1440p me dan casi los mismos FPS?",{"id":961,"answer":962,"question":963},"faq3","No. También puede deberse a límites de fotogramas, carga, menús, comportamiento de energía u otros límites. Usa datos de tiempos y pruebas controladas en lugar de un solo número de utilización.","¿Un bajo uso de GPU siempre significa un cuello de botella de CPU?",{"id":965,"answer":966,"question":967},"faq4","Sí. El trabajo crítico del juego puede depender de uno o unos pocos hilos mientras otros núcleos permanecen menos utilizados.","¿Puede un juego estar limitado por CPU cuando el uso total de CPU es inferior al 100%?",{"id":969,"answer":970,"question":971},"faq5","Varía según el motor, pero la distancia de dibujado, la cantidad de objetos, las multitudes, la simulación, la física y algunos sistemas de sombras pueden aumentar el trabajo del lado de la CPU.","¿Qué ajustes gráficos afectan a la CPU?",{"id":973,"answer":974,"question":975},"faq6","El escalado reduce principalmente la carga de renderizado de la GPU. Si la CPU u otra etapa ya limita la producción de fotogramas, reducir el trabajo de píxeles puede producir poco aumento adicional de FPS base.","¿Por qué el escalado no mejora los FPS en algunos juegos?","Ajustes gráficos, cuellos de botella de CPU y bajo uso de GPU",{"id":978,"data":979,"type":568},"h-glossary",{"text":980,"level":47},"Glosario",{"id":982,"data":983,"type":982},"glossary",{"title":984,"entries":985},"Términos clave sobre cuellos de botella",[986,990,994,998,1002,1006],{"term":987,"anchor":988,"definition":989},"Limitado por CPU","cpu-bound","Un estado de rendimiento en el que el trabajo o la sumisión del lado de la CPU impide que los fotogramas se produzcan más rápido incluso si la GPU tiene capacidad adicional.",{"term":991,"anchor":992,"definition":993},"Limitado por GPU","gpu-bound","Un estado de rendimiento en el que la ejecución de la GPU consume la porción limitante del presupuesto de fotograma.",{"term":995,"anchor":996,"definition":997},"Respuesta de escalado","scaling-response","El cambio en el rendimiento producido al cambiar una carga de trabajo como la resolución o la calidad gráfica.",{"term":999,"anchor":1000,"definition":1001},"GPU Busy","gpu-busy","Una métrica de Intel PresentMon que ayuda a comparar el tiempo de ejecución de la GPU con el tiempo total de fotograma para evaluar el equilibrio CPU\u002FGPU.",{"term":1003,"anchor":1004,"definition":1005},"Prueba de respuesta de cuello de botella","bottleneck-response-test","Un método de Figure Rocks que utiliza cambios controlados de ajustes y mediciones de tiempos para identificar qué carga de trabajo limita el rendimiento.",{"term":1007,"anchor":1008,"definition":1009},"Mapa de sensibilidad de ajustes","setting-sensitivity-map","Un modelo de planificación de Figure Rocks que agrupa los ajustes del juego según los tipos de trabajo de CPU, GPU, memoria o streaming que suelen influir.",{"id":1011,"data":1012,"type":568},"h-sources",{"text":1013,"level":47},"Fuentes principales",{"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 — Localizar y resolver cuellos de botella CPU-GPU","Guía oficial de Intel sobre el desequilibrio CPU\u002FGPU, cuellos de botella dependientes de la escena y cómo la resolución y los ajustes de distancia de dibujado pueden afectar diferentes cargas de trabajo.","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","Herramienta oficial de monitoreo de rendimiento de Intel con GPU Busy, equilibrio CPU\u002FGPU, gráficos en tiempo real, percentiles y telemetría.",{"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 — SDK de Reflex","Documentación oficial de NVIDIA que separa las etapas de latencia y describe el comportamiento de la cola de renderizado y los tiempos CPU\u002FGPU.",{"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},"Blog técnico de NVIDIA — Hilos de CPU y rendimiento en juegos","Análisis oficial de desarrolladores de NVIDIA sobre cargas de trabajo de juegos limitadas por CPU, programación de hilos y restricciones de rendimiento del lado de la CPU.",{"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 — Ciencia de GPU Ada \u002F DLSS 3","Material técnico oficial de NVIDIA que explica el comportamiento de juegos limitados por CPU y por qué la generación de fotogramas puede aumentar los FPS mostrados sin requerir que la CPU renderice cada fotograma generado.","2.31","Reduces las sombras, los efectos y la resolución, pero los FPS apenas cambian. Esta guía explica por qué los ajustes gráficos solo ayudan cuando reducen la carga de trabajo que realmente está limitando el fotograma, y cómo identificar los cuellos de botella de CPU, GPU, memoria, streaming y límite de fotogramas.","\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 y cuellos de botella","cpu-gpu-and-bottlenecks",{"id":1078,"name":1079,"slug":1080},152,"VRAM y streaming","vram-and-streaming",{"id":1082,"name":1083,"slug":1084},137,"Ajustes que importan","settings-that-matter",{"id":283,"login":1086,"email":1087,"displayName":1088},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1090,1487],{"lang":8,"title":1091,"content":1092,"contentJson":1093,"excerpt":1486},"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":1485},1790374969926,[1096,1099,1103,1107,1110,1113,1116,1119,1122,1125,1150,1154,1157,1160,1183,1186,1189,1192,1195,1198,1239,1243,1246,1249,1252,1255,1258,1261,1264,1267,1270,1273,1276,1279,1282,1285,1288,1291,1294,1297,1300,1303,1306,1309,1312,1315,1340,1343,1346,1349,1352,1355,1377,1380,1383,1386,1389,1392,1395,1398,1401,1404,1407,1429,1432,1453,1456,1462,1467,1473,1479],{"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",[1236,1237,1238],"Upscaling","GPU workload and image pipeline","Useful mainly when GPU-side rendering cost is significant",{"id":738,"data":1240,"type":551},{"body":1241,"title":1242,"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":1244,"type":568},{"text":1245,"level":47},"Low GPU utilization can be a symptom, not the disease",{"id":748,"data":1247,"type":544},{"text":1248},"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":1250,"type":544},{"text":1251},"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":1253,"type":544},{"text":1254},"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":1256,"type":568},{"text":1257,"level":47},"Why higher GPU utilization is not always the goal",{"id":764,"data":1259,"type":544},{"text":1260},"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":1262,"type":544},{"text":1263},"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":1265,"type":568},{"text":1266,"level":47},"Frame caps can make settings look ineffective",{"id":776,"data":1268,"type":544},{"text":1269},"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":1271,"type":544},{"text":1272},"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":1274,"type":544},{"text":1275},"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":1277,"type":568},{"text":1278,"level":47},"Why DLSS, FSR or lower render scale sometimes do almost nothing",{"id":792,"data":1280,"type":544},{"text":1281},"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":1283,"type":544},{"text":1284},"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":1286,"type":544},{"text":1287},"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":1289,"type":568},{"text":1290,"level":47},"Frame Generation is a special case",{"id":808,"data":1292,"type":544},{"text":1293},"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":1295,"type":544},{"text":1296},"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":1298,"type":544},{"text":1299},"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":1301,"type":568},{"text":1302,"level":47},"Responsiveness and FPS are not the same measurement",{"id":824,"data":1304,"type":544},{"text":1305},"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":1307,"type":544},{"text":1308},"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.",{"id":832,"data":1310,"type":544},{"text":1311},"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":1313,"type":568},{"text":1314,"level":47},"The Wrong-Bottleneck Diagnostic",{"id":840,"data":1316,"type":612},{"steps":1317,"title":1339,"orientation":611},[1318,1321,1324,1327,1330,1333,1336],{"label":1319,"description":1320},"1. Check the cap","Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.",{"label":1322,"description":1323},"2. Drop resolution significantly","Use a large enough change to produce a clear GPU-work difference.",{"label":1325,"description":1326},"3. Compare average and frame time","Small throughput response suggests the main limit is elsewhere.",{"label":1328,"description":1329},"4. Compare GPU Busy with frame time","A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.",{"label":1331,"description":1332},"5. Test CPU-sensitive options","Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.",{"label":1334,"description":1335},"6. Watch memory and streaming","Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.",{"label":1337,"description":1338},"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":1341,"type":568},{"text":1342,"level":47},"Do not optimize from the settings menu alone",{"id":870,"data":1344,"type":544},{"text":1345},"Graphics presets are designed for usability, not for exposing the engine's performance architecture.",{"id":874,"data":1347,"type":544},{"text":1348},"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":1350,"type":544},{"text":1351},"For troubleshooting, individual changes are slower but much more informative.",{"id":882,"data":1353,"type":568},{"text":1354,"level":47},"A practical tuning order",{"id":886,"data":1356,"type":612},{"steps":1357,"title":1376,"orientation":611},[1358,1361,1364,1367,1370,1373],{"label":1359,"description":1360},"Baseline","Capture the problem scene with the current settings.",{"label":1362,"description":1363},"Determine GPU sensitivity","Change resolution\u002Frender scale or another strong GPU setting.",{"label":1365,"description":1366},"Determine CPU sensitivity","Change population, draw distance, simulation or other CPU-relevant settings when available.",{"label":1368,"description":1369},"Check memory pressure","Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.",{"label":1371,"description":1372},"Check pacing and limits","Review frame caps, V-Sync, VRR and frame-time consistency.",{"label":1374,"description":1375},"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":1378,"type":568},{"text":1379,"level":47},"What would change this answer?",{"id":913,"data":1381,"type":544},{"text":1382},"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":1384,"type":544},{"text":1385},"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":1387,"type":568},{"text":1388,"level":47},"Limitations",{"id":925,"data":1390,"type":544},{"text":1391},"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":1393,"type":544},{"text":1394},"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.",{"id":933,"data":1396,"type":568},{"text":1397,"level":47},"Conclusion",{"id":937,"data":1399,"type":544},{"text":1400},"If Low and Ultra deliver nearly the same FPS, do not keep lowering random settings.",{"id":941,"data":1402,"type":544},{"text":1403},"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":1405,"type":568},{"text":1406,"level":47},"FAQ",{"id":949,"data":1408,"type":949},{"items":1409,"title":1428},[1410,1413,1416,1419,1422,1425],{"id":953,"answer":1411,"question":1412},"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":1414,"question":1415},"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":1417,"question":1418},"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":1420,"question":1421},"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":1423,"question":1424},"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":1426,"question":1427},"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":1430,"type":568},{"text":1431,"level":47},"Glossary",{"id":982,"data":1433,"type":982},{"title":1434,"entries":1435},"Key bottleneck terms",[1436,1439,1442,1445,1447,1450],{"term":1437,"anchor":988,"definition":1438},"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":1440,"anchor":992,"definition":1441},"GPU-bound","A performance state in which GPU execution consumes the limiting portion of the frame budget.",{"term":1443,"anchor":996,"definition":1444},"Scaling response","The change in performance produced by changing a workload such as resolution or graphics quality.",{"term":999,"anchor":1000,"definition":1446},"An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.",{"term":1448,"anchor":1004,"definition":1449},"Bottleneck Response Test","A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.",{"term":1451,"anchor":1008,"definition":1452},"Setting Sensitivity Map","A Figure Rocks planning model that groups game settings by the types of CPU, GPU, memory or streaming work they commonly influence.",{"id":1011,"data":1454,"type":568},{"text":1455,"level":47},"Primary sources",{"id":1015,"data":1457,"type":1022},{"link":1017,"meta":1458},{"image":1459,"title":1460,"description":1461},{"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":1463,"type":1022},{"link":1026,"meta":1464},{"image":1465,"title":1029,"description":1466},{"url":13},"Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.",{"id":1032,"data":1468,"type":1022},{"link":1034,"meta":1469},{"image":1470,"title":1471,"description":1472},{"url":13},"NVIDIA Developer — Reflex SDK","Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.",{"id":1040,"data":1474,"type":1022},{"link":1042,"meta":1475},{"image":1476,"title":1477,"description":1478},{"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":1480,"type":1022},{"link":1050,"meta":1481},{"image":1482,"title":1483,"description":1484},{"url":13},"NVIDIA — Ada GPU Science \u002F DLSS 3","Official NVIDIA technical material explaining CPU-limited game behavior and why Frame Generation can raise displayed FPS without requiring the CPU to render every generated frame.","2.31.0","You lower shadows, effects and resolution, but the FPS barely changes. This guide explains why graphics settings only help when they reduce the workload that is actually limiting the frame—and how to identify CPU, GPU, memory, streaming and frame-cap bottlenecks.",{"lang":7,"title":534,"content":536,"contentJson":1488,"excerpt":1056},{"time":538,"blocks":1489,"version":1055},[1490,1492,1494,1496,1498,1500,1502,1504,1506,1508,1518,1520,1522,1524,1539,1541,1543,1545,1547,1549,1562,1564,1566,1568,1570,1572,1574,1576,1578,1580,1582,1584,1586,1588,1590,1592,1594,1596,1598,1600,1602,1604,1606,1608,1610,1612,1622,1624,1626,1628,1630,1632,1641,1643,1645,1647,1649,1651,1653,1655,1657,1659,1661,1670,1672,1681,1683,1687,1691,1695,1699],{"id":541,"data":1491,"type":544},{"text":543},{"id":546,"data":1493,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1495,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1497,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1499,"type":568},{"text":567,"level":47},{"id":570,"data":1501,"type":544},{"text":572},{"id":574,"data":1503,"type":544},{"text":576},{"id":578,"data":1505,"type":544},{"text":580},{"id":582,"data":1507,"type":568},{"text":584,"level":47},{"id":586,"data":1509,"type":612},{"steps":1510,"title":610,"orientation":611},[1511,1512,1513,1514,1515,1516,1517],{"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":1519,"type":551},{"body":616,"title":617,"variant":618},{"id":620,"data":1521,"type":568},{"text":622,"level":47},{"id":624,"data":1523,"type":544},{"text":626},{"id":628,"data":1525,"type":671},{"rows":1526,"title":659,"layout":660,"columns":1535},[1527,1529,1531,1533],{"id":632,"label":633,"values":1528},{"next":635,"result":636,"meaning":637},{"id":639,"label":640,"values":1530},{"next":642,"result":643,"meaning":644},{"id":646,"label":647,"values":1532},{"next":649,"result":650,"meaning":651},{"id":653,"label":654,"values":1534},{"next":656,"result":657,"meaning":658},[1536,1537,1538],{"id":663,"label":664},{"id":666,"label":667},{"id":669,"label":670},{"id":673,"data":1540,"type":568},{"text":675,"level":47},{"id":677,"data":1542,"type":544},{"text":679},{"id":681,"data":1544,"type":544},{"text":683},{"id":685,"data":1546,"type":544},{"text":687},{"id":689,"data":1548,"type":568},{"text":691,"level":47},{"id":693,"data":1550,"type":660},{"content":1551,"stretched":736,"withHeadings":15},[1552,1553,1554,1555,1556,1557,1558,1559,1560,1561],[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":1563,"type":551},{"body":740,"title":741,"variant":742},{"id":744,"data":1565,"type":568},{"text":746,"level":47},{"id":748,"data":1567,"type":544},{"text":750},{"id":752,"data":1569,"type":544},{"text":754},{"id":756,"data":1571,"type":544},{"text":758},{"id":760,"data":1573,"type":568},{"text":762,"level":47},{"id":764,"data":1575,"type":544},{"text":766},{"id":768,"data":1577,"type":544},{"text":770},{"id":772,"data":1579,"type":568},{"text":774,"level":47},{"id":776,"data":1581,"type":544},{"text":778},{"id":780,"data":1583,"type":544},{"text":782},{"id":784,"data":1585,"type":544},{"text":786},{"id":788,"data":1587,"type":568},{"text":790,"level":47},{"id":792,"data":1589,"type":544},{"text":794},{"id":796,"data":1591,"type":544},{"text":798},{"id":800,"data":1593,"type":544},{"text":802},{"id":804,"data":1595,"type":568},{"text":806,"level":47},{"id":808,"data":1597,"type":544},{"text":810},{"id":812,"data":1599,"type":544},{"text":814},{"id":816,"data":1601,"type":544},{"text":818},{"id":820,"data":1603,"type":568},{"text":822,"level":47},{"id":824,"data":1605,"type":544},{"text":826},{"id":828,"data":1607,"type":544},{"text":830},{"id":832,"data":1609,"type":544},{"text":834},{"id":836,"data":1611,"type":568},{"text":838,"level":47},{"id":840,"data":1613,"type":612},{"steps":1614,"title":864,"orientation":611},[1615,1616,1617,1618,1619,1620,1621],{"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":1623,"type":568},{"text":868,"level":47},{"id":870,"data":1625,"type":544},{"text":872},{"id":874,"data":1627,"type":544},{"text":876},{"id":878,"data":1629,"type":544},{"text":880},{"id":882,"data":1631,"type":568},{"text":884,"level":47},{"id":886,"data":1633,"type":612},{"steps":1634,"title":907,"orientation":611},[1635,1636,1637,1638,1639,1640],{"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":1642,"type":568},{"text":911,"level":47},{"id":913,"data":1644,"type":544},{"text":915},{"id":917,"data":1646,"type":544},{"text":919},{"id":921,"data":1648,"type":568},{"text":923,"level":47},{"id":925,"data":1650,"type":544},{"text":927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erfolgreich abgerufen",{"items":1705,"source":1764,"manualIds":1765,"manualMatchedIds":1766},[1706,1712,1718,1725,1732,1739,1746,1752,1758],{"id":1707,"slug":1708,"title":1709,"excerpt":1710,"featuredImage":14,"publishedAt":1711},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Lista de verificación del router para gaming: los ajustes que realmente importan","La mayoría de los ajustes del router no ayudan. Estos ajustes sí: gestión de colas bajo carga, comportamiento estable del Wi-Fi y evitar funciones que añadan latencia o inestabilidad.","2026-02-21T01:30:00.000Z",{"id":1713,"slug":1714,"title":1715,"excerpt":1716,"featuredImage":14,"publishedAt":1717},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Almacenamiento y streaming: reduce los tiempos de carga sin generar tirones","El almacenamiento rápido solo ayuda cuando el comportamiento de la transmisión es estable. Esta guía explica cómo las E\u002FS afectan a los tirones y qué cambiar primero.","2026-02-19T11:00:00.000Z",{"id":1719,"slug":1720,"title":1721,"excerpt":1722,"featuredImage":1723,"publishedAt":1724},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 no hace que tu SSD descomprima juegos: qué hacen realmente Zstd y la descompresión por GPU","DirectStorage 1.4 añade compresión Zstandard, descompresión por GPU y una nueva Game Asset Conditioning Library, pero el SSD en sí sigue siendo solo una parte de la canalización de carga. Esta guía explica qué hacen realmente el SSD, DirectStorage, la CPU, la GPU y el motor del juego.","\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":1726,"slug":1727,"title":1728,"excerpt":1729,"featuredImage":1730,"publishedAt":1731},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compresión de texturas neuronales RTX no es escalado: cómo la IA puede intercambiar memoria de texturas por cómputo de GPU","NVIDIA RTX Neural Texture Compression cambia cómo se pueden almacenar los materiales de los juegos. En lugar de mantener cada canal de textura solo como texels convencionales, un material se puede comprimir en datos latentes compactos y un pequeño decodificador neuronal, y luego la GPU lo reconstruye cuando es necesario.","\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":1733,"slug":1734,"title":1735,"excerpt":1736,"featuredImage":1737,"publishedAt":1738},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","El uso de VRAM no es un requisito de VRAM: por qué un medidor de memoria lleno no cuenta toda la historia","Ver 7,8 GB usados en una tarjeta gráfica de 8 GB puede parecer una prueba de que un juego se ha quedado sin VRAM. No es tan sencillo. Esta guía explica la capacidad de VRAM, los presupuestos de residencia, los conjuntos de trabajo, la memoria compartida y cómo determinar si la presión de memoria está causando realmente tirones.","\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",{"id":1740,"slug":1741,"title":1742,"excerpt":1743,"featuredImage":1744,"publishedAt":1745},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Por qué los juegos de PC se entrecortan al compilar shaders — y cómo la entrega avanzada de shaders lo cambia","El tartamudeo de shaders ocurre cuando un juego de PC tiene que compilar programas de GPU en el momento equivocado. Microsoft Advanced Shader Delivery traslada gran parte de ese trabajo fuera del PC del jugador al preparar shaders específicos para el hardware con antelación y entregarlos junto con el juego.","\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":1747,"slug":1748,"title":1749,"excerpt":1750,"featuredImage":14,"publishedAt":1751},"180","router-checklist-v2-the-12-settings-that-prevent-lag-spikes","Router Checklist v2: Los 12 ajustes que previenen los picos de lag","La mayoría de los picos de lag provienen de la carga y la inestabilidad, no de un ‘ping malo’. Usa esta lista de verificación para routers para estabilizar la latencia bajo carga antes de comprar equipo nuevo.","2026-02-20T16:00:00.000Z",{"id":1753,"slug":1754,"title":1755,"excerpt":1756,"featuredImage":14,"publishedAt":1757},"217","nvidia-reflex-basics-when-it-helps-and-when-it-does-nothing","Conceptos básicos de NVIDIA Reflex: Cuándo ayuda (y cuándo no hace nada)","Reflex reduce el retraso de la cola de renderizado cuando el juego está limitado por la GPU y es estable. Conoce las condiciones prácticas en las que ayuda y las trampas que hacen que no sirva para nada.","2026-02-20T21:00:00.000Z",{"id":1759,"slug":1760,"title":1761,"excerpt":1762,"featuredImage":14,"publishedAt":1763},"213","hdr-vs-sdr-decision-matrix-when-hdr-helps-and-when-sdr-wins","Matriz de decisión HDR vs SDR: Cuándo ayuda el HDR y cuándo gana el SDR","El HDR no siempre es mejor. Usa esta sencilla matriz de decisión para elegir HDR o SDR por juego basándote en la legibilidad, la estabilidad y el comportamiento real de tu pantalla.","2026-02-21T05:20:00.000Z","fallback",[],[]]