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Vous ne corrigez probablement pas le bon goulot d'étranglement","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u003Cp>Vous réduisez les ombres, les textures, les effets et même la résolution, mais les FPS bougent à peine. Cela ne signifie pas nécessairement que les paramètres sont défectueux. Cela signifie souvent que le paramètre que vous avez modifié ne sollicitait pas le composant qui limite actuellement les performances.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Si la réduction des paramètres graphiques n&#39;améliore pas les FPS, le jeu n&#39;est peut-être pas limité par le GPU.\u003C\u002Fstrong> Le CPU, la simulation du jeu, la soumission des appels de dessin, le streaming des ressources, la pression mémoire, le plafond de fréquence d&#39;images ou une autre limite du pipeline peuvent empêcher le GPU de produire plus d&#39;images. Le correctif approprié dépend de la partie de la trame qui est réellement lente.\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\">Le modèle utilisé dans cet article\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Le test de réponse au goulot d&#39;étranglement et la carte de sensibilité aux paramètres ci-dessous sont des modèles de diagnostic pratiques de Figure Rocks. Ce ne sont pas des normes officielles d&#39;Intel, de NVIDIA ou de fournisseurs de moteurs.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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 préréglage graphique n&#39;est pas un levier de performance universel\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Le test de réponse au goulot d&#39;étranglement\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Pourquoi la réduction de la résolution est un test si utile\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Limité par le CPU ne signifie pas « le CPU est à 100 % »\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">La carte de sensibilité des paramètres\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">Une faible utilisation du GPU peut être un symptôme, pas la maladie\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Pourquoi une utilisation plus élevée du GPU n&#39;est pas toujours l&#39;objectif\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Les limites de frames peuvent faire paraître les paramètres inefficaces\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Pourquoi DLSS, FSR ou une échelle de rendu plus basse ne font parfois presque rien\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">La génération de trames est un cas particulier\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-41\" class=\"editorjs-toc__link\">La réactivité et les FPS ne sont pas la même mesure\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">Le diagnostic du mauvais goulot d&#39;étranglement\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">Ne pas optimiser uniquement depuis le menu des paramètres\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-51\" class=\"editorjs-toc__link\">Un ordre de réglage pratique\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui changerait cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Limites\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Sources principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Un préréglage graphique n'est pas un levier de performance universel\u003C\u002Fh2>\n\u003Cp>Les menus graphiques regroupent de nombreuses charges de travail différentes sur un seul écran. Certains paramètres augmentent principalement la charge du GPU. D'autres augmentent la charge du CPU, le trafic mémoire, le streaming des ressources, ou les deux.\u003C\u002Fp>\n\u003Cp>La réduction de la résolution en est un bon exemple. Elle réduit généralement le nombre de pixels que le GPU doit ombrer. Si le GPU était le composant limitant, les FPS peuvent augmenter considérablement. Si le CPU prenait déjà plus de temps pour préparer chaque trame que le GPU n'en prenait pour la rendre, la réduction du travail sur les pixels peut laisser la fréquence d'images finale presque inchangée.\u003C\u002Fp>\n\u003Cp>Les propres recommandations d'Intel sur les goulots d'étranglement CPU\u002FGPU rendent cette distinction explicite : réduire la résolution peut libérer des ressources GPU, tandis que des paramètres comme la distance d'affichage peuvent influencer les performances du CPU. L'effet dépend de la scène et de la charge de travail plutôt que d'une règle universelle unique « préréglage bas = plus rapide ».\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Le test de réponse au goulot d'étranglement\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Utilisez les changements de paramètres comme une expérience de diagnostic\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. Enregistrez une base reproductible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Utilisez la même sauvegarde, scène, parcours ou benchmark et enregistrez les FPS ainsi que le comportement du temps de trame.\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. Effectuez un changement important orienté GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Réduisez la résolution ou un autre paramètre clairement lourd pour le GPU suffisamment pour que la différence soit mesurable.\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. Mesurez la réponse\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si les FPS augmentent sensiblement, le travail du GPU contribuait à la limite. Si les FPS bougent à peine, cherchez au-delà de la charge de rendu brute du 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. Inspectez le timing CPU\u002FGPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Utilisez des outils de timing ou d'utilisation pour voir si le GPU est occupé pendant la majeure partie de la trame ou s'il attend un travail en amont.\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. Testez les paramètres sensibles au CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La densité de foule, la simulation, la distance d'affichage, le nombre d'objets ou des paramètres similaires peuvent affecter le travail côté CPU dans certains jeux.\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. Vérifiez les limites non liées au rendu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les plafonds de fréquence d'images, la synchronisation verticale, le streaming, la pression mémoire, le travail en arrière-plan et les limites du moteur de jeu peuvent aplatir la mise à l'échelle.\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. Répétez dans les mêmes conditions\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un diagnostic utile dépend de courses comparables, et non de deux moments de jeu sans rapport.\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 règle utile\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un changement de paramètre n&#39;est pas seulement une optimisation. C&#39;est une \u003Cstrong>sonde\u003C\u002Fstrong>. La façon dont les FPS réagissent vous indique quelque chose sur le goulot d&#39;étranglement.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Pourquoi la réduction de la résolution est un test si utile\u003C\u002Fh2>\n\u003Cp>La résolution modifie la quantité de travail sur les pixels effectuée par le GPU. Cela en fait l'un des premiers tests les plus clairs pour distinguer une situation fortement limitée par le GPU d'une situation limitée ailleurs.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ce qu&#39;un grand changement de résolution peut vous apprendre\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\">Résultat observé\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\">Interprétation 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\">Étape suivante\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\">Forte augmentation des 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\">Faible augmentation des 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\">Réponse mitigée\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\">Aucune réponse à un plafond fixe\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\">Limité par le CPU ne signifie pas « le CPU est à 100 % »\u003C\u002Fh2>\n\u003Cp>Une erreur courante consiste à regarder l'utilisation totale du CPU et à conclure que le CPU ne peut pas être le goulot d'étranglement parce qu'il affiche 40 ou 60 pour cent.\u003C\u002Fp>\n\u003Cp>Les jeux ne répartissent pas nécessairement leur travail de trame le plus important parfaitement sur tous les cœurs. Un ou quelques threads critiques peuvent déterminer quand la trame suivante peut être soumise, même si d'autres cœurs restent moins occupés.\u003C\u002Fp>\n\u003Cp>Intel recommande une analyse de l'équilibre CPU\u002FGPU plutôt que de se fier à un seul pourcentage d'utilisation. La métrique GPU Busy de PresentMon est spécifiquement conçue pour aider à évaluer quelle part de l'intervalle de trame le GPU exécute réellement du travail.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">La carte de sensibilité des paramètres\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\">Classe de paramètre\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Souvent sollicité\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Pourquoi les FPS peuvent ou non réagir\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Résolution \u002F échelle de rendu\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Principalement la charge de pixels du GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Réaction importante lorsque le GPU est limitant ; peu de réaction lorsque le CPU est limitant\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Ray tracing \u002F éclairage lourd\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\">Peut fortement réduire le temps de frame GPU lorsqu'il est abaissé\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Ombres\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU, parfois CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Dépend de la distance des ombres, du nombre d'objets et de l'implémentation du moteur\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Distance d'affichage \u002F distance des objets\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\">Plus d'objets peuvent augmenter la soumission, la simulation et le travail de rendu\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Densité de foule \u002F PNJ\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Souvent CPU + GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">L'IA, l'animation et la simulation peuvent augmenter le coût côté CPU\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Textures\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">VRAM \u002F bande passante mémoire plus que le calcul pur\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Peut affecter les saccades ou la pression mémoire sans grands changements de FPS moyen\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Effets \u002F volumétriques\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Principalement GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Souvent utile lorsque le temps d'exécution GPU est élevé\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Qualité de la physique \u002F simulation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Souvent CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Peut rester coûteux même à basse résolution\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mise à l'échelle\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Charge de travail GPU et pipeline d'image\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Utile principalement lorsque le coût de rendu côté GPU est important\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\">Ce sont des tendances, pas des règles universelles\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un nom de paramètre ne garantit pas où le coût se produit. Les moteurs implémentent les ombres, les foules, le streaming, la physique et la visibilité différemment. Mesurez le jeu réel.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-22\">Une faible utilisation du GPU peut être un symptôme, pas la maladie\u003C\u002Fh2>\n\u003Cp>Si le GPU attend le CPU ou une autre partie en amont du pipeline, l'utilisation du GPU peut chuter même si le taux de rafraîchissement est bas.\u003C\u002Fp>\n\u003Cp>Intel décrit ce schéma général comme un goulot d'étranglement : un composant limite la capacité d'un autre composant à atteindre son potentiel. Ses conseils aux développeurs montrent également des scénarios limités par le CPU dans lesquels le GPU est inactif en attendant le travail du CPU.\u003C\u002Fp>\n\u003Cp>Cela ne signifie pas que chaque lecture de GPU à 70 pour cent prouve un goulot d'étranglement du CPU. Les limites de frames, le chargement, les menus, la gestion de l'alimentation, le comportement de la télémétrie et les transitions de scène peuvent tous affecter l'utilisation. Le timing est une preuve plus solide qu'un simple pourcentage.\u003C\u002Fp>\n\u003Ch2 id=\"section-26\">Pourquoi une utilisation plus élevée du GPU n'est pas toujours l'objectif\u003C\u002Fh2>\n\u003Cp>Un GPU à 99 pour cent d'utilisation peut être parfaitement normal lorsque l'objectif est une qualité d'image ou un débit maximal. Un GPU en dessous de 99 pour cent peut aussi être parfaitement normal lorsque le taux de rafraîchissement est plafonné ou que le jeu laisse intentionnellement de la marge.\u003C\u002Fp>\n\u003Cp>La question utile n'est pas « Comment forcer 100 % de GPU ? » mais « Qu'est-ce qui empêche la frame de se terminer plus tôt, et ai-je réellement besoin qu'elle se termine plus tôt ? »\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Les limites de frames peuvent faire paraître les paramètres inefficaces\u003C\u002Fh2>\n\u003Cp>Si un jeu est plafonné à 120 FPS et atteint déjà 120 FPS, abaisser les paramètres graphiques ne peut pas faire monter le taux de rafraîchissement affiché au-dessus de ce plafond.\u003C\u002Fp>\n\u003Cp>La marge supplémentaire peut encore compter : la charge du GPU, la consommation d'énergie, le bruit du ventilateur ou le comportement de latence peuvent changer même si le compteur de FPS reste fixe.\u003C\u002Fp>\n\u003Cp>Avant de considérer des FPS inchangés comme preuve d'un goulot d'étranglement du CPU, vérifiez si un limiteur de jeu, un limiteur de pilote, le comportement de V-Sync ou une autre limite de présentation maintient le taux à un plafond fixe.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Pourquoi DLSS, FSR ou une échelle de rendu plus basse ne font parfois presque rien\u003C\u002Fh2>\n\u003Cp>Les technologies de mise à l'échelle réduisent la résolution d'une partie de la charge de rendu et reconstruisent l'image finale. C'est très utile lorsque le rendu des pixels est coûteux.\u003C\u002Fp>\n\u003Cp>Mais si le CPU ou la simulation détermine déjà l'intervalle entre les frames, réduire le travail de pixels du GPU peut ne pas augmenter significativement le taux de rafraîchissement de base rendu.\u003C\u002Fp>\n\u003Cp>C'est pourquoi un jeu peut afficher presque les mêmes FPS en résolution native et avec une résolution de rendu interne bien plus basse. Le GPU a reçu de la capacité supplémentaire, mais la frame suivante ne peut toujours pas commencer ou se terminer plus tôt car une autre dépendance est plus lente.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">La génération de trames est un cas particulier\u003C\u002Fh2>\n\u003Cp>La génération de trames complique l'interprétation habituelle des FPS, car les trames générées peuvent augmenter la sortie de trames affichées sans que le CPU ait à simuler chaque trame générée.\u003C\u002Fp>\n\u003Cp>NVIDIA documente explicitement cela comme l'une des raisons pour lesquelles la génération de trames DLSS peut augmenter le taux de trames affichées dans les scénarios limités par le CPU. Cela ne signifie pas que le goulot d'étranglement initial du CPU a disparu ; cela signifie que le pipeline de présentation peut produire des trames supplémentaires au-delà du taux natif de simulation\u002Fsoumission de rendu du CPU.\u003C\u002Fp>\n\u003Cp>Pour le diagnostic, séparez les performances de rendu de base, la sortie de trames générées et la latence d'entrée au lieu de traiter un seul compteur FPS comme l'ensemble du système.\u003C\u002Fp>\n\u003Ch2 id=\"section-41\">La réactivité et les FPS ne sont pas la même mesure\u003C\u002Fh2>\n\u003Cp>Un goulot d'étranglement du CPU ou du GPU affecte également la latence différemment. La documentation NVIDIA Reflex divise le pipeline de latence en étapes comprenant l'entrée, la simulation, la soumission de rendu, le pilote, la file d'attente de rendu et le rendu GPU.\u003C\u002Fp>\n\u003Cp>C'est utile car un changement graphique peut améliorer le temps de rendu GPU tout en laissant le temps de simulation ou de soumission CPU presque inchangé.\u003C\u002Fp>\n\u003Cp>Ainsi, la bonne question n'est peut-être pas « Les FPS ont-ils augmenté ? » mais « La partie du pipeline qui m'intéresse est-elle devenue plus rapide ? »\u003C\u002Fp>\n\u003Ch2 id=\"section-45\">Le diagnostic du mauvais goulot d'étranglement\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Quand les paramètres bas et ultra offrent des performances presque identiques\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. Vérifier la limite\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Confirmez que les FPS ne sont pas limités par un jeu, un pilote, la synchronisation verticale ou un limiteur externe.\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. Réduire considérablement la résolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Utilisez un changement suffisamment important pour produire une différence claire de charge 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. Comparer la moyenne et le temps de trame\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Une faible réponse du débit suggère que la limite principale se situe ailleurs.\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. Comparer le temps d'occupation GPU avec le temps de trame\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un GPU occupé pendant la majeure partie de la trame suggère une pression GPU ; un temps d'inactivité important indique un problème en amont.\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. Tester les options sensibles au CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Réduisez la distance d'affichage, les foules, la simulation ou les paramètres chargés en objets lorsque le jeu les expose.\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. Surveiller la mémoire et le streaming\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les saccades peuvent persister en raison de la pression VRAM\u002FRAM ou du streaming d'actifs même lorsque la charge de calcul GPU moyenne diminue.\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. Ne modifier qu'une seule classe de charge de travail à la fois\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Sinon, vous ne pouvez pas déterminer quel changement a réellement affecté le goulot d'étranglement.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-47\">Ne pas optimiser uniquement depuis le menu des paramètres\u003C\u002Fh2>\n\u003Cp>Les préréglages graphiques sont conçus pour la facilité d'utilisation, et non pour exposer l'architecture de performance du moteur.\u003C\u002Fp>\n\u003Cp>Un préréglage « Moyen » peut modifier dix variables sans rapport à la fois. Si les performances s'améliorent, vous ne savez toujours pas quel changement a compté. Si elles ne s'améliorent pas, une option lourde pour le CPU ou le streaming peut encore dominer.\u003C\u002Fp>\n\u003Cp>Pour le dépannage, les modifications individuelles sont plus lentes mais beaucoup plus informatives.\u003C\u002Fp>\n\u003Ch2 id=\"section-51\">Un ordre de réglage pratique\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Réglez le goulot d'étranglement plutôt que l'étiquette\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\">Référence\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Capturez la scène problématique avec les paramètres actuels.\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\">Déterminer la sensibilité GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Modifiez la résolution\u002Fl'échelle de rendu ou un autre paramètre GPU fort.\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\">Déterminer la sensibilité CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Modifiez la population, la distance d'affichage, la simulation ou d'autres paramètres pertinents pour le CPU lorsqu'ils sont 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\">Vérifier la pression mémoire\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Surveillez le comportement de la VRAM\u002FRAM et si les saccades sont corrélées avec de nouvelles zones ou des chargements d'actifs.\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\">Vérifier la régularité et les limites\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Examinez les limites de trames, la synchronisation verticale, le VRR et la cohérence du temps de trame.\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\">Appliquer le compromis visuel le moins coûteux\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Une fois le goulot d'étranglement connu, réduisez les paramètres qui offrent le plus de performances pour le moindre coût visuel.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-53\">Qu'est-ce qui changerait cette réponse ?\u003C\u002Fh2>\n\u003Cp>Le goulot d'étranglement exact peut changer d'une scène à l'autre. Un couloir intérieur peut être limité par le GPU tandis qu'une ville dense ou une bataille de stratégie devient limitée par le CPU. Le diagnostic doit donc cibler la charge de travail qui cause réellement le problème de performance.\u003C\u002Fp>\n\u003Cp>La génération de frames, la résolution dynamique, la qualité adaptative au niveau du moteur et les futurs systèmes d'ordonnancement peuvent aussi rendre la mise à l'échelle simple des FPS moins intuitive. La méthode de base reste valable : modifiez une charge de travail, observez la réponse et identifiez l'étape qui a cessé de s'améliorer.\u003C\u002Fp>\n\u003Ch2 id=\"section-56\">Limites\u003C\u002Fh2>\n\u003Cp>Cet article fournit un cadre de diagnostic, et non une correspondance universelle de chaque paramètre graphique vers un coût CPU ou GPU. L'architecture du moteur détermine la charge de travail réelle.\u003C\u002Fp>\n\u003Cp>Les pourcentages d'utilisation seuls ne peuvent pas prouver un goulot d'étranglement. Les traces de timing, les tests reproductibles et la réponse à des modifications contrôlées des paramètres fournissent des preuves plus solides.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Conclusion\u003C\u002Fh2>\n\u003Cp>Si les modes Faible et Ultra offrent presque les mêmes FPS, ne continuez pas à baisser des paramètres au hasard.\u003C\u002Fp>\n\u003Cp>Utilisez l'absence de mise à l'échelle comme preuve. Testez la résolution, inspectez le timing CPU\u002FGPU, vérifiez les plafonds, puis ciblez les paramètres qui affectent la charge de travail limitante. Le réglage des performances devient beaucoup plus facile une fois que vous cessez de demander « Quel paramètre est coûteux ? » et commencez à demander « Quel composant empêche la prochaine frame de se terminer plus tôt ? »\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Paramètres graphiques, goulots d&#39;étranglement CPU et faible utilisation du 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\">Pourquoi baisser les paramètres graphiques n&#39;augmente-t-il pas mes FPS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Parce que le GPU n&#39;est peut-être pas le composant qui limite le taux de rafraîchissement. Le travail du CPU, la simulation, le streaming, un plafond de frames ou une autre contrainte du pipeline peuvent déterminer l&#39;intervalle entre les frames.\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\">Pourquoi 1080p et 1440p me donnent-ils presque les mêmes FPS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Une faible différence peut indiquer que le rendu des pixels n&#39;est pas la limite dominante dans cette scène. Testez le timing CPU\u002FGPU et confirmez qu&#39;aucun plafond de frames n&#39;est actif.\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\">Une faible utilisation du GPU signifie-t-elle toujours un goulot d&#39;étranglement CPU ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Cela peut aussi résulter de plafonds de frames, de chargements, de menus, du comportement énergétique ou d&#39;autres limites. Utilisez les données de timing et des tests contrôlés plutôt qu&#39;un seul chiffre d&#39;utilisation.\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\">Un jeu peut-il être limité par le CPU lorsque l&#39;utilisation totale du CPU est inférieure à 100 % ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Oui. Le travail critique du jeu peut dépendre d&#39;un ou de quelques threads tandis que d&#39;autres cœurs restent moins utilisés.\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\">Quels paramètres graphiques affectent le CPU ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Cela varie selon le moteur, mais la distance d&#39;affichage, le nombre d&#39;objets, les foules, la simulation, la physique et certains systèmes d&#39;ombres peuvent augmenter le travail côté 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\">Pourquoi l&#39;upscaling n&#39;améliore-t-il pas les FPS dans certains jeux ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">L&#39;upscaling réduit principalement la charge de rendu du GPU. Si le CPU ou une autre étape limite déjà la production de frames, réduire le travail sur les pixels peut produire peu de FPS de base supplémentaires.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-64\">Glossaire\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\">Termes clés liés aux goulots d'étranglement\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\">Limité par le CPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un état de performance dans lequel le travail ou la soumission côté CPU empêche la production de frames plus rapide même si le GPU dispose d'une capacité supplémentaire.\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\">Limité par le GPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un état de performance dans lequel l'exécution du GPU consomme la portion limitante du budget de frame.\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\">Réponse de mise à l'échelle\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Le changement de performance produit par la modification d'une charge de travail telle que la résolution ou la qualité graphique.\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\">Une métrique Intel PresentMon qui aide à comparer le temps d'exécution du GPU avec le timing total des frames pour évaluer l'équilibre 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\">Test de réponse aux goulots d'étranglement\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Une méthode Figure Rocks qui utilise des modifications contrôlées des paramètres et des mesures de timing pour identifier quelle charge de travail limite les performances.\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\">Carte de sensibilité des paramètres\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle de planification Figure Rocks qui regroupe les paramètres de jeu par types de travail CPU, GPU, mémoire ou streaming qu'ils influencent couramment.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-66\">Sources 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 — Localiser et résoudre les goulots d&#39;étranglement CPU-GPU\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Conseils officiels d&#39;Intel sur le déséquilibre CPU\u002FGPU, les goulots d&#39;étranglement dépendant de la scène et la façon dont les paramètres de résolution et de distance d&#39;affichage peuvent affecter différentes charges de travail.\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\">Outil officiel de surveillance des performances d&#39;Intel avec GPU Busy, équilibre CPU\u002FGPU, graphiques en temps réel, percentiles et télémétrie.\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 Reflex\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle NVIDIA séparant les étapes de latence et décrivant le comportement de la file de rendu et du timing 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 technique NVIDIA — Threading CPU et performances de jeu\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Analyse officielle des développeurs NVIDIA sur les charges de travail de jeu limitées par le CPU, l&#39;ordonnancement des threads et les contraintes de performance côté 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 — Science des GPU Ada \u002F DLSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation technique officielle NVIDIA expliquant le comportement des jeux limités par le CPU et pourquoi la génération de frames peut augmenter les FPS affichés sans exiger que le CPU rende chaque frame générée.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1055},1790375242333,[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},"Vous réduisez les ombres, les textures, les effets et même la résolution, mais les FPS bougent à peine. Cela ne signifie pas nécessairement que les paramètres sont défectueux. Cela signifie souvent que le paramètre que vous avez modifié ne sollicitait pas le composant qui limite actuellement les performances.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Si la réduction des paramètres graphiques n'améliore pas les FPS, le jeu n'est peut-être pas limité par le GPU.\u003C\u002Fstrong> Le CPU, la simulation du jeu, la soumission des appels de dessin, le streaming des ressources, la pression mémoire, le plafond de fréquence d'images ou une autre limite du pipeline peuvent empêcher le GPU de produire plus d'images. Le correctif approprié dépend de la partie de la trame qui est réellement lente.","Réponse directe","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Le test de réponse au goulot d'étranglement et la carte de sensibilité aux paramètres ci-dessous sont des modèles de diagnostic pratiques de Figure Rocks. Ce ne sont pas des normes officielles d'Intel, de NVIDIA ou de fournisseurs de moteurs.","Le modèle utilisé dans cet article","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sommaire",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-preset",{"text":567,"level":47},"Un préréglage graphique n'est pas un levier de performance universel","header",{"id":570,"data":571,"type":544},"p-preset-1",{"text":572},"Les menus graphiques regroupent de nombreuses charges de travail différentes sur un seul écran. Certains paramètres augmentent principalement la charge du GPU. D'autres augmentent la charge du CPU, le trafic mémoire, le streaming des ressources, ou les deux.",{"id":574,"data":575,"type":544},"p-preset-2",{"text":576},"La réduction de la résolution en est un bon exemple. Elle réduit généralement le nombre de pixels que le GPU doit ombrer. Si le GPU était le composant limitant, les FPS peuvent augmenter considérablement. Si le CPU prenait déjà plus de temps pour préparer chaque trame que le GPU n'en prenait pour la rendre, la réduction du travail sur les pixels peut laisser la fréquence d'images finale presque inchangée.",{"id":578,"data":579,"type":544},"p-preset-3",{"text":580},"Les propres recommandations d'Intel sur les goulots d'étranglement CPU\u002FGPU rendent cette distinction explicite : réduire la résolution peut libérer des ressources GPU, tandis que des paramètres comme la distance d'affichage peuvent influencer les performances du CPU. L'effet dépend de la scène et de la charge de travail plutôt que d'une règle universelle unique « préréglage bas = plus rapide ».",{"id":582,"data":583,"type":568},"h-test",{"text":584,"level":47},"Le test de réponse au goulot d'étranglement",{"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. Enregistrez une base reproductible","Utilisez la même sauvegarde, scène, parcours ou benchmark et enregistrez les FPS ainsi que le comportement du temps de trame.",{"label":593,"description":594},"2. Effectuez un changement important orienté GPU","Réduisez la résolution ou un autre paramètre clairement lourd pour le GPU suffisamment pour que la différence soit mesurable.",{"label":596,"description":597},"3. Mesurez la réponse","Si les FPS augmentent sensiblement, le travail du GPU contribuait à la limite. Si les FPS bougent à peine, cherchez au-delà de la charge de rendu brute du GPU.",{"label":599,"description":600},"4. Inspectez le timing CPU\u002FGPU","Utilisez des outils de timing ou d'utilisation pour voir si le GPU est occupé pendant la majeure partie de la trame ou s'il attend un travail en amont.",{"label":602,"description":603},"5. Testez les paramètres sensibles au CPU","La densité de foule, la simulation, la distance d'affichage, le nombre d'objets ou des paramètres similaires peuvent affecter le travail côté CPU dans certains jeux.",{"label":605,"description":606},"6. Vérifiez les limites non liées au rendu","Les plafonds de fréquence d'images, la synchronisation verticale, le streaming, la pression mémoire, le travail en arrière-plan et les limites du moteur de jeu peuvent aplatir la mise à l'échelle.",{"label":608,"description":609},"7. Répétez dans les mêmes conditions","Un diagnostic utile dépend de courses comparables, et non de deux moments de jeu sans rapport.","Utilisez les changements de paramètres comme une expérience de diagnostic","auto","processFlow",{"id":614,"data":615,"type":551},"probe-rule",{"body":616,"title":617,"variant":618},"Un changement de paramètre n'est pas seulement une optimisation. C'est une \u003Cstrong>sonde\u003C\u002Fstrong>. La façon dont les FPS réagissent vous indique quelque chose sur le goulot d'étranglement.","La règle utile","success",{"id":620,"data":621,"type":568},"h-resolution",{"text":622,"level":47},"Pourquoi la réduction de la résolution est un test si utile",{"id":624,"data":625,"type":544},"p-res-1",{"text":626},"La résolution modifie la quantité de travail sur les pixels effectuée par le GPU. Cela en fait l'un des premiers tests les plus clairs pour distinguer une situation fortement limitée par le GPU d'une situation limitée ailleurs.",{"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","Forte augmentation des 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","Faible augmentation des 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","Réponse mitigée",{"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","Aucune réponse à un plafond fixe",{"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","Ce qu'un grand changement de résolution peut vous apprendre","table",[662,665,668],{"id":663,"label":664},"result","Résultat observé",{"id":666,"label":667},"meaning","Interprétation probable",{"id":669,"label":670},"next","Étape suivante","comparison",{"id":673,"data":674,"type":568},"h-cpu100",{"text":675,"level":47},"Limité par le CPU ne signifie pas « le CPU est à 100 % »",{"id":677,"data":678,"type":544},"p-cpu-1",{"text":679},"Une erreur courante consiste à regarder l'utilisation totale du CPU et à conclure que le CPU ne peut pas être le goulot d'étranglement parce qu'il affiche 40 ou 60 pour cent.",{"id":681,"data":682,"type":544},"p-cpu-2",{"text":683},"Les jeux ne répartissent pas nécessairement leur travail de trame le plus important parfaitement sur tous les cœurs. Un ou quelques threads critiques peuvent déterminer quand la trame suivante peut être soumise, même si d'autres cœurs restent moins occupés.",{"id":685,"data":686,"type":544},"p-cpu-3",{"text":687},"Intel recommande une analyse de l'équilibre CPU\u002FGPU plutôt que de se fier à un seul pourcentage d'utilisation. La métrique GPU Busy de PresentMon est spécifiquement conçue pour aider à évaluer quelle part de l'intervalle de trame le GPU exécute réellement du travail.",{"id":689,"data":690,"type":568},"h-map",{"text":691,"level":47},"La carte de sensibilité des paramètres",{"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],"Classe de paramètre","Souvent sollicité","Pourquoi les FPS peuvent ou non réagir",[701,702,703],"Résolution \u002F échelle de rendu","Principalement la charge de pixels du GPU","Réaction importante lorsque le GPU est limitant ; peu de réaction lorsque le CPU est limitant",[705,706,707],"Ray tracing \u002F éclairage lourd","GPU","Peut fortement réduire le temps de frame GPU lorsqu'il est abaissé",[709,710,711],"Ombres","GPU, parfois CPU","Dépend de la distance des ombres, du nombre d'objets et de l'implémentation du moteur",[713,714,715],"Distance d'affichage \u002F distance des objets","CPU + GPU","Plus d'objets peuvent augmenter la soumission, la simulation et le travail de rendu",[717,718,719],"Densité de foule \u002F PNJ","Souvent CPU + GPU","L'IA, l'animation et la simulation peuvent augmenter le coût côté CPU",[721,722,723],"Textures","VRAM \u002F bande passante mémoire plus que le calcul pur","Peut affecter les saccades ou la pression mémoire sans grands changements de FPS moyen",[725,726,727],"Effets \u002F volumétriques","Principalement GPU","Souvent utile lorsque le temps d'exécution GPU est élevé",[729,730,731],"Qualité de la physique \u002F simulation","Souvent CPU","Peut rester coûteux même à basse résolution",[733,734,735],"Mise à l'échelle","Charge de travail GPU et pipeline d'image","Utile principalement lorsque le coût de rendu côté GPU est important",false,{"id":738,"data":739,"type":551},"tendency-warning",{"body":740,"title":741,"variant":742},"Un nom de paramètre ne garantit pas où le coût se produit. Les moteurs implémentent les ombres, les foules, le streaming, la physique et la visibilité différemment. Mesurez le jeu réel.","Ce sont des tendances, pas des règles universelles","warning",{"id":744,"data":745,"type":568},"h-lowgpu",{"text":746,"level":47},"Une faible utilisation du GPU peut être un symptôme, pas la maladie",{"id":748,"data":749,"type":544},"p-lowgpu-1",{"text":750},"Si le GPU attend le CPU ou une autre partie en amont du pipeline, l'utilisation du GPU peut chuter même si le taux de rafraîchissement est bas.",{"id":752,"data":753,"type":544},"p-lowgpu-2",{"text":754},"Intel décrit ce schéma général comme un goulot d'étranglement : un composant limite la capacité d'un autre composant à atteindre son potentiel. Ses conseils aux développeurs montrent également des scénarios limités par le CPU dans lesquels le GPU est inactif en attendant le travail du CPU.",{"id":756,"data":757,"type":544},"p-lowgpu-3",{"text":758},"Cela ne signifie pas que chaque lecture de GPU à 70 pour cent prouve un goulot d'étranglement du CPU. Les limites de frames, le chargement, les menus, la gestion de l'alimentation, le comportement de la télémétrie et les transitions de scène peuvent tous affecter l'utilisation. Le timing est une preuve plus solide qu'un simple pourcentage.",{"id":760,"data":761,"type":568},"h-util",{"text":762,"level":47},"Pourquoi une utilisation plus élevée du GPU n'est pas toujours l'objectif",{"id":764,"data":765,"type":544},"p-util-1",{"text":766},"Un GPU à 99 pour cent d'utilisation peut être parfaitement normal lorsque l'objectif est une qualité d'image ou un débit maximal. Un GPU en dessous de 99 pour cent peut aussi être parfaitement normal lorsque le taux de rafraîchissement est plafonné ou que le jeu laisse intentionnellement de la marge.",{"id":768,"data":769,"type":544},"p-util-2",{"text":770},"La question utile n'est pas « Comment forcer 100 % de GPU ? » mais « Qu'est-ce qui empêche la frame de se terminer plus tôt, et ai-je réellement besoin qu'elle se termine plus tôt ? »",{"id":772,"data":773,"type":568},"h-cap",{"text":774,"level":47},"Les limites de frames peuvent faire paraître les paramètres inefficaces",{"id":776,"data":777,"type":544},"p-cap-1",{"text":778},"Si un jeu est plafonné à 120 FPS et atteint déjà 120 FPS, abaisser les paramètres graphiques ne peut pas faire monter le taux de rafraîchissement affiché au-dessus de ce plafond.",{"id":780,"data":781,"type":544},"p-cap-2",{"text":782},"La marge supplémentaire peut encore compter : la charge du GPU, la consommation d'énergie, le bruit du ventilateur ou le comportement de latence peuvent changer même si le compteur de FPS reste fixe.",{"id":784,"data":785,"type":544},"p-cap-3",{"text":786},"Avant de considérer des FPS inchangés comme preuve d'un goulot d'étranglement du CPU, vérifiez si un limiteur de jeu, un limiteur de pilote, le comportement de V-Sync ou une autre limite de présentation maintient le taux à un plafond fixe.",{"id":788,"data":789,"type":568},"h-upscale",{"text":790,"level":47},"Pourquoi DLSS, FSR ou une échelle de rendu plus basse ne font parfois presque rien",{"id":792,"data":793,"type":544},"p-up-1",{"text":794},"Les technologies de mise à l'échelle réduisent la résolution d'une partie de la charge de rendu et reconstruisent l'image finale. C'est très utile lorsque le rendu des pixels est coûteux.",{"id":796,"data":797,"type":544},"p-up-2",{"text":798},"Mais si le CPU ou la simulation détermine déjà l'intervalle entre les frames, réduire le travail de pixels du GPU peut ne pas augmenter significativement le taux de rafraîchissement de base rendu.",{"id":800,"data":801,"type":544},"p-up-3",{"text":802},"C'est pourquoi un jeu peut afficher presque les mêmes FPS en résolution native et avec une résolution de rendu interne bien plus basse. Le GPU a reçu de la capacité supplémentaire, mais la frame suivante ne peut toujours pas commencer ou se terminer plus tôt car une autre dépendance est plus lente.",{"id":804,"data":805,"type":568},"h-fg",{"text":806,"level":47},"La génération de trames est un cas particulier",{"id":808,"data":809,"type":544},"p-fg-1",{"text":810},"La génération de trames complique l'interprétation habituelle des FPS, car les trames générées peuvent augmenter la sortie de trames affichées sans que le CPU ait à simuler chaque trame générée.",{"id":812,"data":813,"type":544},"p-fg-2",{"text":814},"NVIDIA documente explicitement cela comme l'une des raisons pour lesquelles la génération de trames DLSS peut augmenter le taux de trames affichées dans les scénarios limités par le CPU. Cela ne signifie pas que le goulot d'étranglement initial du CPU a disparu ; cela signifie que le pipeline de présentation peut produire des trames supplémentaires au-delà du taux natif de simulation\u002Fsoumission de rendu du CPU.",{"id":816,"data":817,"type":544},"p-fg-3",{"text":818},"Pour le diagnostic, séparez les performances de rendu de base, la sortie de trames générées et la latence d'entrée au lieu de traiter un seul compteur FPS comme l'ensemble du système.",{"id":820,"data":821,"type":568},"h-latency",{"text":822,"level":47},"La réactivité et les FPS ne sont pas la même mesure",{"id":824,"data":825,"type":544},"p-lat-1",{"text":826},"Un goulot d'étranglement du CPU ou du GPU affecte également la latence différemment. La documentation NVIDIA Reflex divise le pipeline de latence en étapes comprenant l'entrée, la simulation, la soumission de rendu, le pilote, la file d'attente de rendu et le rendu GPU.",{"id":828,"data":829,"type":544},"p-lat-2",{"text":830},"C'est utile car un changement graphique peut améliorer le temps de rendu GPU tout en laissant le temps de simulation ou de soumission CPU presque inchangé.",{"id":832,"data":833,"type":544},"p-lat-3",{"text":834},"Ainsi, la bonne question n'est peut-être pas « Les FPS ont-ils augmenté ? » mais « La partie du pipeline qui m'intéresse est-elle devenue plus rapide ? »",{"id":836,"data":837,"type":568},"h-diag",{"text":838,"level":47},"Le diagnostic du mauvais goulot d'étranglement",{"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. Vérifier la limite","Confirmez que les FPS ne sont pas limités par un jeu, un pilote, la synchronisation verticale ou un limiteur externe.",{"label":847,"description":848},"2. Réduire considérablement la résolution","Utilisez un changement suffisamment important pour produire une différence claire de charge GPU.",{"label":850,"description":851},"3. Comparer la moyenne et le temps de trame","Une faible réponse du débit suggère que la limite principale se situe ailleurs.",{"label":853,"description":854},"4. Comparer le temps d'occupation GPU avec le temps de trame","Un GPU occupé pendant la majeure partie de la trame suggère une pression GPU ; un temps d'inactivité important indique un problème en amont.",{"label":856,"description":857},"5. Tester les options sensibles au CPU","Réduisez la distance d'affichage, les foules, la simulation ou les paramètres chargés en objets lorsque le jeu les expose.",{"label":859,"description":860},"6. Surveiller la mémoire et le streaming","Les saccades peuvent persister en raison de la pression VRAM\u002FRAM ou du streaming d'actifs même lorsque la charge de calcul GPU moyenne diminue.",{"label":862,"description":863},"7. Ne modifier qu'une seule classe de charge de travail à la fois","Sinon, vous ne pouvez pas déterminer quel changement a réellement affecté le goulot d'étranglement.","Quand les paramètres bas et ultra offrent des performances presque identiques",{"id":866,"data":867,"type":568},"h-menu",{"text":868,"level":47},"Ne pas optimiser uniquement depuis le menu des paramètres",{"id":870,"data":871,"type":544},"p-menu-1",{"text":872},"Les préréglages graphiques sont conçus pour la facilité d'utilisation, et non pour exposer l'architecture de performance du moteur.",{"id":874,"data":875,"type":544},"p-menu-2",{"text":876},"Un préréglage « Moyen » peut modifier dix variables sans rapport à la fois. Si les performances s'améliorent, vous ne savez toujours pas quel changement a compté. Si elles ne s'améliorent pas, une option lourde pour le CPU ou le streaming peut encore dominer.",{"id":878,"data":879,"type":544},"p-menu-3",{"text":880},"Pour le dépannage, les modifications individuelles sont plus lentes mais beaucoup plus informatives.",{"id":882,"data":883,"type":568},"h-order",{"text":884,"level":47},"Un ordre de réglage pratique",{"id":886,"data":887,"type":612},"tune-order",{"steps":888,"title":907,"orientation":611},[889,892,895,898,901,904],{"label":890,"description":891},"Référence","Capturez la scène problématique avec les paramètres actuels.",{"label":893,"description":894},"Déterminer la sensibilité GPU","Modifiez la résolution\u002Fl'échelle de rendu ou un autre paramètre GPU fort.",{"label":896,"description":897},"Déterminer la sensibilité CPU","Modifiez la population, la distance d'affichage, la simulation ou d'autres paramètres pertinents pour le CPU lorsqu'ils sont disponibles.",{"label":899,"description":900},"Vérifier la pression mémoire","Surveillez le comportement de la VRAM\u002FRAM et si les saccades sont corrélées avec de nouvelles zones ou des chargements d'actifs.",{"label":902,"description":903},"Vérifier la régularité et les limites","Examinez les limites de trames, la synchronisation verticale, le VRR et la cohérence du temps de trame.",{"label":905,"description":906},"Appliquer le compromis visuel le moins coûteux","Une fois le goulot d'étranglement connu, réduisez les paramètres qui offrent le plus de performances pour le moindre coût visuel.","Réglez le goulot d'étranglement plutôt que l'étiquette",{"id":909,"data":910,"type":568},"h-change",{"text":911,"level":47},"Qu'est-ce qui changerait cette réponse ?",{"id":913,"data":914,"type":544},"p-change-1",{"text":915},"Le goulot d'étranglement exact peut changer d'une scène à l'autre. Un couloir intérieur peut être limité par le GPU tandis qu'une ville dense ou une bataille de stratégie devient limitée par le CPU. Le diagnostic doit donc cibler la charge de travail qui cause réellement le problème de performance.",{"id":917,"data":918,"type":544},"p-change-2",{"text":919},"La génération de frames, la résolution dynamique, la qualité adaptative au niveau du moteur et les futurs systèmes d'ordonnancement peuvent aussi rendre la mise à l'échelle simple des FPS moins intuitive. La méthode de base reste valable : modifiez une charge de travail, observez la réponse et identifiez l'étape qui a cessé de s'améliorer.",{"id":921,"data":922,"type":568},"h-limit",{"text":923,"level":47},"Limites",{"id":925,"data":926,"type":544},"p-limit-1",{"text":927},"Cet article fournit un cadre de diagnostic, et non une correspondance universelle de chaque paramètre graphique vers un coût CPU ou GPU. L'architecture du moteur détermine la charge de travail réelle.",{"id":929,"data":930,"type":544},"p-limit-2",{"text":931},"Les pourcentages d'utilisation seuls ne peuvent pas prouver un goulot d'étranglement. Les traces de timing, les tests reproductibles et la réponse à des modifications contrôlées des paramètres fournissent des preuves plus solides.",{"id":933,"data":934,"type":568},"h-conclusion",{"text":935,"level":47},"Conclusion",{"id":937,"data":938,"type":544},"p-conc-1",{"text":939},"Si les modes Faible et Ultra offrent presque les mêmes FPS, ne continuez pas à baisser des paramètres au hasard.",{"id":941,"data":942,"type":544},"p-conc-2",{"text":943},"Utilisez l'absence de mise à l'échelle comme preuve. Testez la résolution, inspectez le timing CPU\u002FGPU, vérifiez les plafonds, puis ciblez les paramètres qui affectent la charge de travail limitante. Le réglage des performances devient beaucoup plus facile une fois que vous cessez de demander « Quel paramètre est coûteux ? » et commencez à demander « Quel composant empêche la prochaine frame de se terminer plus tôt ? »",{"id":945,"data":946,"type":568},"h-faq",{"text":947,"level":47},"FAQ",{"id":949,"data":950,"type":949},"faq",{"items":951,"title":976},[952,956,960,964,968,972],{"id":953,"answer":954,"question":955},"faq1","Parce que le GPU n'est peut-être pas le composant qui limite le taux de rafraîchissement. Le travail du CPU, la simulation, le streaming, un plafond de frames ou une autre contrainte du pipeline peuvent déterminer l'intervalle entre les frames.","Pourquoi baisser les paramètres graphiques n'augmente-t-il pas mes FPS ?",{"id":957,"answer":958,"question":959},"faq2","Une faible différence peut indiquer que le rendu des pixels n'est pas la limite dominante dans cette scène. Testez le timing CPU\u002FGPU et confirmez qu'aucun plafond de frames n'est actif.","Pourquoi 1080p et 1440p me donnent-ils presque les mêmes FPS ?",{"id":961,"answer":962,"question":963},"faq3","Non. Cela peut aussi résulter de plafonds de frames, de chargements, de menus, du comportement énergétique ou d'autres limites. Utilisez les données de timing et des tests contrôlés plutôt qu'un seul chiffre d'utilisation.","Une faible utilisation du GPU signifie-t-elle toujours un goulot d'étranglement CPU ?",{"id":965,"answer":966,"question":967},"faq4","Oui. Le travail critique du jeu peut dépendre d'un ou de quelques threads tandis que d'autres cœurs restent moins utilisés.","Un jeu peut-il être limité par le CPU lorsque l'utilisation totale du CPU est inférieure à 100 % ?",{"id":969,"answer":970,"question":971},"faq5","Cela varie selon le moteur, mais la distance d'affichage, le nombre d'objets, les foules, la simulation, la physique et certains systèmes d'ombres peuvent augmenter le travail côté CPU.","Quels paramètres graphiques affectent le CPU ?",{"id":973,"answer":974,"question":975},"faq6","L'upscaling réduit principalement la charge de rendu du GPU. Si le CPU ou une autre étape limite déjà la production de frames, réduire le travail sur les pixels peut produire peu de FPS de base supplémentaires.","Pourquoi l'upscaling n'améliore-t-il pas les FPS dans certains jeux ?","Paramètres graphiques, goulots d'étranglement CPU et faible utilisation du GPU",{"id":978,"data":979,"type":568},"h-glossary",{"text":980,"level":47},"Glossaire",{"id":982,"data":983,"type":982},"glossary",{"title":984,"entries":985},"Termes clés liés aux goulots d'étranglement",[986,990,994,998,1002,1006],{"term":987,"anchor":988,"definition":989},"Limité par le CPU","cpu-bound","Un état de performance dans lequel le travail ou la soumission côté CPU empêche la production de frames plus rapide même si le GPU dispose d'une capacité supplémentaire.",{"term":991,"anchor":992,"definition":993},"Limité par le GPU","gpu-bound","Un état de performance dans lequel l'exécution du GPU consomme la portion limitante du budget de frame.",{"term":995,"anchor":996,"definition":997},"Réponse de mise à l'échelle","scaling-response","Le changement de performance produit par la modification d'une charge de travail telle que la résolution ou la qualité graphique.",{"term":999,"anchor":1000,"definition":1001},"GPU Busy","gpu-busy","Une métrique Intel PresentMon qui aide à comparer le temps d'exécution du GPU avec le timing total des frames pour évaluer l'équilibre CPU\u002FGPU.",{"term":1003,"anchor":1004,"definition":1005},"Test de réponse aux goulots d'étranglement","bottleneck-response-test","Une méthode Figure Rocks qui utilise des modifications contrôlées des paramètres et des mesures de timing pour identifier quelle charge de travail limite les performances.",{"term":1007,"anchor":1008,"definition":1009},"Carte de sensibilité des paramètres","setting-sensitivity-map","Un modèle de planification Figure Rocks qui regroupe les paramètres de jeu par types de travail CPU, GPU, mémoire ou streaming qu'ils influencent couramment.",{"id":1011,"data":1012,"type":568},"h-sources",{"text":1013,"level":47},"Sources 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 — Localiser et résoudre les goulots d'étranglement CPU-GPU","Conseils officiels d'Intel sur le déséquilibre CPU\u002FGPU, les goulots d'étranglement dépendant de la scène et la façon dont les paramètres de résolution et de distance d'affichage peuvent affecter différentes charges de travail.","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","Outil officiel de surveillance des performances d'Intel avec GPU Busy, équilibre CPU\u002FGPU, graphiques en temps réel, percentiles et télémétrie.",{"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 Reflex","Documentation officielle NVIDIA séparant les étapes de latence et décrivant le comportement de la file de rendu et du timing 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 technique NVIDIA — Threading CPU et performances de jeu","Analyse officielle des développeurs NVIDIA sur les charges de travail de jeu limitées par le CPU, l'ordonnancement des threads et les contraintes de performance côté 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 — Science des GPU Ada \u002F DLSS 3","Documentation technique officielle NVIDIA expliquant le comportement des jeux limités par le CPU et pourquoi la génération de frames peut augmenter les FPS affichés sans exiger que le CPU rende chaque frame générée.","2.31","Vous réduisez les ombres, les effets et la résolution, mais les FPS changent à peine. Ce guide explique pourquoi les paramètres graphiques n'aident que lorsqu'ils réduisent la charge qui limite réellement la frame—et comment identifier les goulots d'étranglement liés au CPU, au GPU, à la mémoire, au streaming et au plafonnement des frames.","\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 et goulots d'étranglement","cpu-gpu-and-bottlenecks",{"id":1078,"name":1079,"slug":1080},152,"VRAM et streaming","vram-and-streaming",{"id":1082,"name":1083,"slug":1084},137,"Paramètres essentiels","settings-that-matter",{"id":283,"login":1086,"email":1087,"displayName":1088},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1090,1484],{"lang":8,"title":1091,"content":1092,"contentJson":1093,"excerpt":1483},"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":1482},1790374969926,[1096,1099,1103,1107,1110,1113,1116,1119,1122,1125,1150,1154,1157,1160,1183,1186,1189,1192,1195,1198,1238,1242,1245,1248,1251,1254,1257,1260,1263,1266,1269,1272,1275,1278,1281,1284,1287,1290,1293,1296,1299,1302,1305,1308,1311,1314,1339,1342,1345,1348,1351,1354,1376,1379,1382,1385,1388,1391,1394,1396,1399,1402,1404,1426,1429,1450,1453,1459,1464,1470,1476],{"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},[1201,1205,1209,1212,1216,1219,1223,1226,1230,1234],[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",[721,1224,1225],"VRAM \u002F memory bandwidth more than pure compute","May affect stutter or memory pressure without large average-FPS changes",[1227,1228,1229],"Effects \u002F volumetrics","Mostly GPU","Often useful when GPU execution time is high",[1231,1232,1233],"Physics \u002F simulation quality","Often CPU","Can remain expensive even at low resolution",[1235,1236,1237],"Upscaling","GPU workload and image pipeline","Useful mainly when GPU-side rendering cost is significant",{"id":738,"data":1239,"type":551},{"body":1240,"title":1241,"variant":742},"A setting name does not guarantee where the cost occurs. Engines implement shadows, crowds, streaming, physics and visibility differently. Measure the actual game.","These are tendencies, not universal rules",{"id":744,"data":1243,"type":568},{"text":1244,"level":47},"Low GPU utilization can be a symptom, not the disease",{"id":748,"data":1246,"type":544},{"text":1247},"If the GPU is waiting for the CPU or another upstream part of the pipeline, GPU utilization can fall even though the frame rate is low.",{"id":752,"data":1249,"type":544},{"text":1250},"Intel describes this general pattern as a bottleneck: one component limits another component's ability to reach its potential. Its developer guidance also shows CPU-bound scenarios in which the GPU is idle while waiting for CPU work.",{"id":756,"data":1252,"type":544},{"text":1253},"That does not mean every 70-percent GPU reading proves a CPU bottleneck. Frame caps, loading, menus, power management, telemetry behavior and scene transitions can all affect utilization. Timing is stronger evidence than a single percentage.",{"id":760,"data":1255,"type":568},{"text":1256,"level":47},"Why higher GPU utilization is not always the goal",{"id":764,"data":1258,"type":544},{"text":1259},"A GPU at 99 percent utilization can be perfectly normal when the goal is maximum image quality or throughput. A GPU below 99 percent can also be perfectly normal when the frame rate is capped or the game is intentionally leaving headroom.",{"id":768,"data":1261,"type":544},{"text":1262},"The useful question is not “How do I force 100% GPU?” It is “What is preventing the frame from completing sooner, and do I actually need it to complete sooner?”",{"id":772,"data":1264,"type":568},{"text":1265,"level":47},"Frame caps can make settings look ineffective",{"id":776,"data":1267,"type":544},{"text":1268},"If a game is capped at 120 FPS and already reaches 120 FPS, lowering graphics settings cannot make the displayed frame rate rise above that cap.",{"id":780,"data":1270,"type":544},{"text":1271},"The extra headroom may still matter: GPU load, power consumption, fan noise or latency behavior can change even though the FPS counter remains fixed.",{"id":784,"data":1273,"type":544},{"text":1274},"Before treating unchanged FPS as evidence of a CPU bottleneck, check whether a game limiter, driver limiter, V-Sync behavior or another presentation limit is holding the rate at a fixed ceiling.",{"id":788,"data":1276,"type":568},{"text":1277,"level":47},"Why DLSS, FSR or lower render scale sometimes do almost nothing",{"id":792,"data":1279,"type":544},{"text":1280},"Upscaling technologies reduce the resolution of part of the rendering workload and reconstruct the final image. That is highly useful when pixel rendering is expensive.",{"id":796,"data":1282,"type":544},{"text":1283},"But if the CPU or simulation already determines the frame interval, reducing GPU pixel work may not meaningfully increase the base rendered frame rate.",{"id":800,"data":1285,"type":544},{"text":1286},"This is why a game can show almost the same FPS at native resolution and at a much lower internal render resolution. The GPU received spare capacity, but the next frame still cannot start or finish sooner because another dependency is slower.",{"id":804,"data":1288,"type":568},{"text":1289,"level":47},"Frame Generation is a special case",{"id":808,"data":1291,"type":544},{"text":1292},"Frame Generation complicates the usual FPS interpretation because generated frames can increase displayed frame output without requiring the CPU to simulate every generated frame.",{"id":812,"data":1294,"type":544},{"text":1295},"NVIDIA explicitly documents this as one of the reasons DLSS Frame Generation can raise displayed frame rate in CPU-limited scenarios. That does not mean the original CPU bottleneck disappeared; it means the presentation pipeline can produce additional frames beyond the CPU's native simulation\u002Frender submission rate.",{"id":816,"data":1297,"type":544},{"text":1298},"For diagnosis, separate base rendered performance, generated-frame output and input latency instead of treating one FPS counter as the whole system.",{"id":820,"data":1300,"type":568},{"text":1301,"level":47},"Responsiveness and FPS are not the same measurement",{"id":824,"data":1303,"type":544},{"text":1304},"A CPU or GPU bottleneck also affects latency differently. NVIDIA Reflex documentation separates the latency pipeline into stages including input, simulation, render submission, driver, render queue and GPU rendering.",{"id":828,"data":1306,"type":544},{"text":1307},"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.",{"id":832,"data":1309,"type":544},{"text":1310},"So the correct question may not be “Did FPS rise?” but “Did the part of the pipeline I care about get faster?”",{"id":836,"data":1312,"type":568},{"text":1313,"level":47},"The Wrong-Bottleneck Diagnostic",{"id":840,"data":1315,"type":612},{"steps":1316,"title":1338,"orientation":611},[1317,1320,1323,1326,1329,1332,1335],{"label":1318,"description":1319},"1. Check the cap","Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.",{"label":1321,"description":1322},"2. Drop resolution significantly","Use a large enough change to produce a clear GPU-work difference.",{"label":1324,"description":1325},"3. Compare average and frame time","Small throughput response suggests the main limit is elsewhere.",{"label":1327,"description":1328},"4. Compare GPU Busy with frame time","A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.",{"label":1330,"description":1331},"5. Test CPU-sensitive options","Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.",{"label":1333,"description":1334},"6. Watch memory and streaming","Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.",{"label":1336,"description":1337},"7. Change only one class of workload at a time","Otherwise you cannot tell which change actually affected the bottleneck.","When Low settings and Ultra settings perform almost the same",{"id":866,"data":1340,"type":568},{"text":1341,"level":47},"Do not optimize from the settings menu alone",{"id":870,"data":1343,"type":544},{"text":1344},"Graphics presets are designed for usability, not for exposing the engine's performance architecture.",{"id":874,"data":1346,"type":544},{"text":1347},"A “Medium” preset may change ten unrelated variables at once. If performance improves, you still do not know which change mattered. If it does not improve, one CPU-heavy or streaming-heavy option may still dominate.",{"id":878,"data":1349,"type":544},{"text":1350},"For troubleshooting, individual changes are slower but much more informative.",{"id":882,"data":1352,"type":568},{"text":1353,"level":47},"A practical tuning order",{"id":886,"data":1355,"type":612},{"steps":1356,"title":1375,"orientation":611},[1357,1360,1363,1366,1369,1372],{"label":1358,"description":1359},"Baseline","Capture the problem scene with the current settings.",{"label":1361,"description":1362},"Determine GPU sensitivity","Change resolution\u002Frender scale or another strong GPU setting.",{"label":1364,"description":1365},"Determine CPU sensitivity","Change population, draw distance, simulation or other CPU-relevant settings when available.",{"label":1367,"description":1368},"Check memory pressure","Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.",{"label":1370,"description":1371},"Check pacing and limits","Review frame caps, V-Sync, VRR and frame-time consistency.",{"label":1373,"description":1374},"Apply the cheapest visual trade-off","Once the bottleneck is known, reduce the settings that buy the most performance for the least visual cost.","Tune the bottleneck instead of the label",{"id":909,"data":1377,"type":568},{"text":1378,"level":47},"What would change this answer?",{"id":913,"data":1380,"type":544},{"text":1381},"The exact bottleneck can change from scene to scene. An indoor corridor may be GPU-limited while a dense city or strategy battle becomes CPU-limited. The diagnosis should therefore target the workload that actually causes the performance problem.",{"id":917,"data":1383,"type":544},{"text":1384},"Frame Generation, dynamic resolution, engine-level adaptive quality and future scheduling systems can also make simple FPS scaling less intuitive. The core method still holds: change one workload, observe the response and identify which stage stopped improving.",{"id":921,"data":1386,"type":568},{"text":1387,"level":47},"Limitations",{"id":925,"data":1389,"type":544},{"text":1390},"This article provides a diagnostic framework, not a universal mapping of every graphics setting to CPU or GPU cost. Engine architecture determines the real workload.",{"id":929,"data":1392,"type":544},{"text":1393},"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.",{"id":933,"data":1395,"type":568},{"text":935,"level":47},{"id":937,"data":1397,"type":544},{"text":1398},"If Low and Ultra deliver nearly the same FPS, do not keep lowering random settings.",{"id":941,"data":1400,"type":544},{"text":1401},"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":1403,"type":568},{"text":947,"level":47},{"id":949,"data":1405,"type":949},{"items":1406,"title":1425},[1407,1410,1413,1416,1419,1422],{"id":953,"answer":1408,"question":1409},"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":1411,"question":1412},"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":1414,"question":1415},"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":1417,"question":1418},"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":1420,"question":1421},"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":1423,"question":1424},"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":1427,"type":568},{"text":1428,"level":47},"Glossary",{"id":982,"data":1430,"type":982},{"title":1431,"entries":1432},"Key bottleneck terms",[1433,1436,1439,1442,1444,1447],{"term":1434,"anchor":988,"definition":1435},"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":1437,"anchor":992,"definition":1438},"GPU-bound","A performance state in which GPU execution consumes the limiting portion of the frame budget.",{"term":1440,"anchor":996,"definition":1441},"Scaling response","The change in performance produced by changing a workload such as resolution or graphics quality.",{"term":999,"anchor":1000,"definition":1443},"An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.",{"term":1445,"anchor":1004,"definition":1446},"Bottleneck Response Test","A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.",{"term":1448,"anchor":1008,"definition":1449},"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":1451,"type":568},{"text":1452,"level":47},"Primary sources",{"id":1015,"data":1454,"type":1022},{"link":1017,"meta":1455},{"image":1456,"title":1457,"description":1458},{"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":1460,"type":1022},{"link":1026,"meta":1461},{"image":1462,"title":1029,"description":1463},{"url":13},"Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.",{"id":1032,"data":1465,"type":1022},{"link":1034,"meta":1466},{"image":1467,"title":1468,"description":1469},{"url":13},"NVIDIA Developer — Reflex SDK","Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.",{"id":1040,"data":1471,"type":1022},{"link":1042,"meta":1472},{"image":1473,"title":1474,"description":1475},{"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":1477,"type":1022},{"link":1050,"meta":1478},{"image":1479,"title":1480,"description":1481},{"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":1485,"excerpt":1056},{"time":538,"blocks":1486,"version":1055},[1487,1489,1491,1493,1495,1497,1499,1501,1503,1505,1515,1517,1519,1521,1536,1538,1540,1542,1544,1546,1559,1561,1563,1565,1567,1569,1571,1573,1575,1577,1579,1581,1583,1585,1587,1589,1591,1593,1595,1597,1599,1601,1603,1605,1607,1609,1619,1621,1623,1625,1627,1629,1638,1640,1642,1644,1646,1648,1650,1652,1654,1656,1658,1667,1669,1678,1680,1684,1688,1692,1696],{"id":541,"data":1488,"type":544},{"text":543},{"id":546,"data":1490,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1492,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1494,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1496,"type":568},{"text":567,"level":47},{"id":570,"data":1498,"type":544},{"text":572},{"id":574,"data":1500,"type":544},{"text":576},{"id":578,"data":1502,"type":544},{"text":580},{"id":582,"data":1504,"type":568},{"text":584,"level":47},{"id":586,"data":1506,"type":612},{"steps":1507,"title":610,"orientation":611},[1508,1509,1510,1511,1512,1513,1514],{"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":1516,"type":551},{"body":616,"title":617,"variant":618},{"id":620,"data":1518,"type":568},{"text":622,"level":47},{"id":624,"data":1520,"type":544},{"text":626},{"id":628,"data":1522,"type":671},{"rows":1523,"title":659,"layout":660,"columns":1532},[1524,1526,1528,1530],{"id":632,"label":633,"values":1525},{"next":635,"result":636,"meaning":637},{"id":639,"label":640,"values":1527},{"next":642,"result":643,"meaning":644},{"id":646,"label":647,"values":1529},{"next":649,"result":650,"meaning":651},{"id":653,"label":654,"values":1531},{"next":656,"result":657,"meaning":658},[1533,1534,1535],{"id":663,"label":664},{"id":666,"label":667},{"id":669,"label":670},{"id":673,"data":1537,"type":568},{"text":675,"level":47},{"id":677,"data":1539,"type":544},{"text":679},{"id":681,"data":1541,"type":544},{"text":683},{"id":685,"data":1543,"type":544},{"text":687},{"id":689,"data":1545,"type":568},{"text":691,"level":47},{"id":693,"data":1547,"type":660},{"content":1548,"stretched":736,"withHeadings":15},[1549,1550,1551,1552,1553,1554,1555,1556,1557,1558],[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":1560,"type":551},{"body":740,"title":741,"variant":742},{"id":744,"data":1562,"type":568},{"text":746,"level":47},{"id":748,"data":1564,"type":544},{"text":750},{"id":752,"data":1566,"type":544},{"text":754},{"id":756,"data":1568,"type":544},{"text":758},{"id":760,"data":1570,"type":568},{"text":762,"level":47},{"id":764,"data":1572,"type":544},{"text":766},{"id":768,"data":1574,"type":544},{"text":770},{"id":772,"data":1576,"type":568},{"text":774,"level":47},{"id":776,"data":1578,"type":544},{"text":778},{"id":780,"data":1580,"type":544},{"text":782},{"id":784,"data":1582,"type":544},{"text":786},{"id":788,"data":1584,"type":568},{"text":790,"level":47},{"id":792,"data":1586,"type":544},{"text":794},{"id":796,"data":1588,"type":544},{"text":798},{"id":800,"data":1590,"type":544},{"text":802},{"id":804,"data":1592,"type":568},{"text":806,"level":47},{"id":808,"data":1594,"type":544},{"text":810},{"id":812,"data":1596,"type":544},{"text":814},{"id":816,"data":1598,"type":544},{"text":818},{"id":820,"data":1600,"type":568},{"text":822,"level":47},{"id":824,"data":1602,"type":544},{"text":826},{"id":828,"data":1604,"type":544},{"text":830},{"id":832,"data":1606,"type":544},{"text":834},{"id":836,"data":1608,"type":568},{"text":838,"level":47},{"id":840,"data":1610,"type":612},{"steps":1611,"title":864,"orientation":611},[1612,1613,1614,1615,1616,1617,1618],{"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":1620,"type":568},{"text":868,"level":47},{"id":870,"data":1622,"type":544},{"text":872},{"id":874,"data":1624,"type":544},{"text":876},{"id":878,"data":1626,"type":544},{"text":880},{"id":882,"data":1628,"type":568},{"text":884,"level":47},{"id":886,"data":1630,"type":612},{"steps":1631,"title":907,"orientation":611},[1632,1633,1634,1635,1636,1637],{"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":1639,"type":568},{"text":911,"level":47},{"id":913,"data":1641,"type":544},{"text":915},{"id":917,"data":1643,"type":544},{"text":919},{"id":921,"data":1645,"type":568},{"text":923,"level":47},{"id":925,"data":1647,"type":544},{"text":927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Ce guide explique ce que le SSD, DirectStorage, le CPU, le GPU et le moteur de jeu font réellement chacun.","\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":1711,"slug":1712,"title":1713,"excerpt":1714,"featuredImage":14,"publishedAt":1715},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Stockage et streaming : réduire les temps de chargement sans créer de saccades","Un stockage rapide n'est utile que si le comportement de streaming est stable. Ce guide explique comment les E\u002FS affectent les saccades et ce qu'il faut changer en premier.","2026-02-19T11:00:00.000Z",{"id":1717,"slug":1718,"title":1719,"excerpt":1720,"featuredImage":1721,"publishedAt":1722},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Pourquoi les jeux PC saccadent lors de la compilation des shaders — et comment la livraison avancée de shaders change la donne","Les saccades de shaders se produisent lorsqu'un jeu PC doit compiler des programmes GPU au mauvais moment. Microsoft Advanced Shader Delivery déplace une grande partie de ce travail hors du PC du joueur en préparant à l'avance des shaders spécifiques au matériel et en les livrant avec le jeu.","\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":1724,"slug":1725,"title":1726,"excerpt":1727,"featuredImage":14,"publishedAt":1728},"213","hdr-vs-sdr-decision-matrix-when-hdr-helps-and-when-sdr-wins","Matrice de décision HDR vs SDR : quand le HDR aide et quand le SDR l'emporte","Le HDR n'est pas toujours meilleur. Utilisez cette matrice de décision simple pour choisir le HDR ou le SDR par jeu en fonction de la lisibilité, de la stabilité et du comportement réel de votre écran.","2026-02-21T05:20:00.000Z",{"id":1730,"slug":1731,"title":1732,"excerpt":1733,"featuredImage":1734,"publishedAt":1735},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","L'utilisation de la VRAM n'est pas une exigence de VRAM : pourquoi un indicateur de mémoire plein ne raconte pas toute l'histoire","Voir 7,8 Go utilisés sur une carte graphique de 8 Go peut sembler prouver qu'un jeu a épuisé sa VRAM. Ce n'est pas si simple. Ce guide explique la capacité de la VRAM, les budgets de résidence, les ensembles de travail, la mémoire partagée et comment déterminer si la pression mémoire est réellement à l'origine des saccades.","\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":1737,"slug":1738,"title":1739,"excerpt":1740,"featuredImage":1741,"publishedAt":1742},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compression de textures neuronale RTX n'est pas de la mise à l'échelle : comment l'IA peut échanger de la mémoire de textures contre de la puissance de calcul GPU","NVIDIA RTX Neural Texture Compression change la façon dont les matériaux de jeu peuvent être stockés. Au lieu de conserver chaque canal de texture uniquement sous forme de texels conventionnels, un matériau peut être compressé en données latentes compactes et un petit décodeur neuronal, puis reconstruit par le GPU lorsque nécessaire.","\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":1744,"slug":1745,"title":1746,"excerpt":1747,"featuredImage":14,"publishedAt":1748},"180","router-checklist-v2-the-12-settings-that-prevent-lag-spikes","Checklist routeur v2 : Les 12 paramètres qui empêchent les pics de latence","La plupart des pics de latence proviennent de la charge et de l'instabilité, et non d'un ‘mauvais ping’. Utilisez cette checklist pour routeur pour stabiliser la latence sous charge avant d'acheter du nouveau matériel.","2026-02-20T16:00:00.000Z",{"id":1750,"slug":1751,"title":1752,"excerpt":1753,"featuredImage":14,"publishedAt":1754},"217","nvidia-reflex-basics-when-it-helps-and-when-it-does-nothing","NVIDIA Reflex Basics: When It Helps (And When It Does Nothing)","Reflex reduces render queue delay when the game is GPU-bound and stable. Learn the practical conditions where it helps and the traps that make it pointless.","2026-02-20T21:00:00.000Z",{"id":1756,"slug":1757,"title":1758,"excerpt":1759,"featuredImage":14,"publishedAt":1760},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Checklist routeur pour le gaming : les paramètres qui comptent vraiment","La plupart des optimisations de routeur n'aident pas. Ces paramètres, oui : gestion des files d'attente sous charge, comportement Wi-Fi stable et éviter les fonctionnalités qui ajoutent de la latence ou de l'instabilité.","2026-02-21T01:30:00.000Z","fallback",[],[]]