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Verovatno podešavate pogrešno usko grlo","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u003Cp>Smanjujete senke, teksture, efekte, pa čak i rezoluciju, ali FPS se jedva menja. To ne znači nužno da su podešavanja pokvarena. Često znači da podešavanje koje ste promenili nije opterećivalo komponentu koja trenutno ograničava performanse.\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\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Ako smanjenje grafičkih podešavanja ne poboljšava FPS, igra možda nije ograničena GPU-om.\u003C\u002Fstrong> CPU, simulacija igre, slanje draw poziva, strimovanje resursa, pritisak na memoriju, ograničenje frejma ili neko drugo ograničenje u pipeline-u može sprečiti GPU da proizvede više frejmova. Ispravno rešenje zavisi od toga koji deo frejma je zapravo spor.\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\">Model korišćen u ovom članku\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Test odgovora na usko grlo i Mapa osetljivosti podešavanja ispod su praktični Figure Rocks dijagnostički modeli. Oni nisu formalni standardi kompanija Intel, NVIDIA ili proizvođača engine-a.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\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\">Grafički preset nije univerzalni prekidač za performanse\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Test odgovora na usko grlo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Zašto je smanjenje rezolucije tako koristan test\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Ograničenje CPU-om ne znači „CPU je na 100%“\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Mapa osetljivosti podešavanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">Niska iskorišćenost GPU-a može biti simptom, a ne bolest\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Zašto veća iskorišćenost GPU-a nije uvek cilj\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Ograničenja frejmova mogu učiniti da podešavanja izgledaju nedelotvorno\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Zašto DLSS, FSR ili niža skala renderovanja ponekad ne rade gotovo ništa\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Generisanje frejmova je poseban slučaj\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-41\" class=\"editorjs-toc__link\">Responsivnost i FPS nisu isto merenje\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">Dijagnostika pogrešnog uskog grla\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">Ne optimizujte samo iz menija sa postavkama\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-51\" class=\"editorjs-toc__link\">Praktičan redosled podešavanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Šta bi promenilo ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Često postavljana pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Pojmovnik\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Grafički preset nije univerzalni prekidač za performanse\u003C\u002Fh2>\n\u003Cp>Grafički meniji grupišu mnoge različite vrste opterećenja na jednom ekranu. Neka podešavanja uglavnom povećavaju rad GPU-a. Druga povećavaju rad CPU-a, saobraćaj memorije, strimovanje resursa ili oboje.\u003C\u002Fp>\n\u003Cp>Smanjenje rezolucije je dobar primer. Ono obično smanjuje broj piksela koje GPU mora da senči. Ako je GPU bio komponenta koja ograničava, FPS može značajno porasti. Ako je CPU-u već trebalo duže da pripremi svaki frejm nego GPU-u da ga renderuje, smanjenje rada sa pikselima može ostaviti konačnu brzinu frejmova skoro nepromenjenom.\u003C\u002Fp>\n\u003Cp>Intel-ovo sopstveno uputstvo o uskom grlu CPU\u002FGPU eksplicitno pravi ovu razliku: smanjenje rezolucije može osloboditi GPU resurse, dok podešavanja kao što je daljina renderovanja mogu uticati na performanse CPU-a. Efekat zavisi od scene i opterećenja, a ne od jednog univerzalnog pravila „nizak preset = brže“.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Test odgovora na usko grlo\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Koristite promene podešavanja kao dijagnostički eksperiment\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. Zabeležite ponovljivu osnovu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koristite isto čuvanje, scenu, rutu ili benchmark i zabeležite FPS i ponašanje vremena frejma.\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. Napravite jednu veliku promenu usmerenu na GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Smanjite rezoluciju ili drugo jasno GPU-zahtevno podešavanje dovoljno da razlika treba da bude merljiva.\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. Izmerite odgovor\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ako FPS značajno poraste, rad GPU-a je doprinosio ograničenju. Ako se FPS jedva menja, pogledajte dalje od sirovog opterećenja GPU renderovanja.\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. Pregledajte vremena CPU\u002FGPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koristite alate za merenje vremena ili iskorišćenja da vidite da li je GPU zauzet veći deo frejma ili čeka na rad uzvodno.\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. Testirajte podešavanja osetljiva na CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Gustina gužve, simulacija, daljina renderovanja, broj objekata ili slična podešavanja mogu uticati na rad CPU-a u nekim igrama.\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. Proverite ograničenja koja nisu renderovanje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ograničenja frejmova, V-Sync, strimovanje, pritisak na memoriju, rad u pozadini i ograničenja engine-a igre mogu spljoštiti skaliranje.\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. Ponovite pod istim uslovima\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Korisna dijagnoza zavisi od uporedivih pokretanja, a ne od dva nepovezana trenutka igranja.\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\">Korisno pravilo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Promena podešavanja nije samo optimizacija. Ona je \u003Cstrong>sonda\u003C\u002Fstrong>. Način na koji FPS reaguje govori vam nešto o uskom grlu.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Zašto je smanjenje rezolucije tako koristan test\u003C\u002Fh2>\n\u003Cp>Rezolucija menja količinu rada sa pikselima koju GPU obavlja. To je čini jednim od najjasnijih prvih testova za razdvajanje situacije koja je jako ograničena GPU-om od one koja je ograničena negde drugde.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Šta vam velika promena rezolucije može reći\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\">Uočeni rezultat\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\">Verovatno tumačenje\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\">Sledeći korak\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\">Veliko povećanje FPS-a\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\">Malo povećanje FPS-a\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\">Mešovit odgovor\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\">Nema odgovora na fiksnom plafonu\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\">Ograničenje CPU-om ne znači „CPU je na 100%“\u003C\u002Fh2>\n\u003Cp>Česta greška je pogledati ukupno iskorišćenje CPU-a i zaključiti da CPU ne može biti usko grlo jer pokazuje 40 ili 60 procenata.\u003C\u002Fp>\n\u003Cp>Igre ne raspoređuju nužno svoj najvažniji rad po frejmu savršeno na svako jezgro. Jedna ili nekoliko kritičnih niti mogu odrediti kada sledeći frejm može biti poslat, čak i dok druga jezgra ostaju manje zauzeta.\u003C\u002Fp>\n\u003Cp>Intel preporučuje analizu ravnoteže CPU\u002FGPU umesto oslanjanja na jedan procenat iskorišćenja. PresentMon-ova metrika GPU Busy je posebno dizajnirana da pomogne u proceni koliko od intervala frejma GPU zapravo izvršava rad.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">Mapa osetljivosti podešavanja\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\">Klasa podešavanja\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Često opterećuje\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Zašto FPS može ili ne mora da reaguje\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rezolucija \u002F skala renderovanja\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Uglavnom GPU rad na pikselima\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Velika reakcija kada je GPU ograničenje; mala reakcija kada je CPU ograničenje\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Sledeće zrake \u002F teško osvetljenje\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\">Može snažno da smanji vreme frejma na GPU kada se smanji\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Senke\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU, ponekad CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Zavisi od udaljenosti senki, broja objekata i implementacije u engine-u\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Udaljenost crtanja \u002F udaljenost objekata\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\">Više objekata može da poveća dostavljanje, simulaciju i rad na renderovanju\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Gustina gomile \u002F NPC likova\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Često CPU + GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">AI, animacija i simulacija mogu da povećaju trošak na strani CPU-a\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Teksture\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">VRAM \u002F memorijski protok više nego čisto računanje\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Može da utiče na zastajkivanje ili memorijski pritisak bez velikih promena prosečnog FPS-a\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Efekti \u002F volumetrija\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Uglavnom GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Često korisno kada je vreme izvršavanja na GPU visoko\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kvalitet fizike \u002F simulacije\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Često CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Može da ostane skupo čak i pri niskoj rezoluciji\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Nadogradnja rezolucije\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU rad i pipeline slike\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Korisno uglavnom kada je trošak renderovanja na strani GPU značajan\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\">Ovo su tendencije, ne univerzalna pravila\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Naziv podešavanja ne garantuje gde nastaje trošak. Engine-i različito implementiraju senke, gomile, strimovanje, fiziku i vidljivost. Izmerite stvarnu igru.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-22\">Niska iskorišćenost GPU-a može biti simptom, a ne bolest\u003C\u002Fh2>\n\u003Cp>Ako GPU čeka na CPU ili drugi deo pipeline-a uzvodno, iskorišćenost GPU-a može da opadne iako je broj frejmova nizak.\u003C\u002Fp>\n\u003Cp>Intel opisuje ovaj opšti obrazac kao usko grlo: jedna komponenta ograničava sposobnost druge komponente da dostigne svoj potencijal. Njihove smernice za programere takođe prikazuju scenarije ograničene CPU-om u kojima GPU miruje dok čeka na rad CPU-a.\u003C\u002Fp>\n\u003Cp>To ne znači da svako očitavanje GPU-a od 70 procenata dokazuje usko grlo na CPU-u. Ograničenja frejmova, učitavanje, meniji, upravljanje napajanjem, ponašanje telemetrije i prelazi scena mogu da utiču na iskorišćenost. Merenje vremena je jači dokaz od jednog procenta.\u003C\u002Fp>\n\u003Ch2 id=\"section-26\">Zašto veća iskorišćenost GPU-a nije uvek cilj\u003C\u002Fh2>\n\u003Cp>GPU na 99 procenata iskorišćenosti može biti potpuno normalan kada je cilj maksimalan kvalitet slike ili propusnost. GPU ispod 99 procenata takođe može biti potpuno normalan kada je broj frejmova ograničen ili igra namerno ostavlja rezervu.\u003C\u002Fp>\n\u003Cp>Korisno pitanje nije „Kako da nateram GPU na 100%?“ Već „Šta sprečava da se frejm završi ranije i da li mi je zaista potrebno da se završi ranije?“\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Ograničenja frejmova mogu učiniti da podešavanja izgledaju nedelotvorno\u003C\u002Fh2>\n\u003Cp>Ako je igra ograničena na 120 FPS i već dostiže 120 FPS, smanjenje grafičkih podešavanja ne može da podigne prikazani broj frejmova iznad tog ograničenja.\u003C\u002Fp>\n\u003Cp>Dodatna rezerva i dalje može biti važna: opterećenje GPU-a, potrošnja energije, buka ventilatora ili ponašanje latencije mogu se promeniti iako brojač FPS-a ostaje nepromenjen.\u003C\u002Fp>\n\u003Cp>Pre nego što nepromenjeni FPS protumačite kao dokaz uskog grla na CPU-u, proverite da li ograničavač u igri, ograničavač drajvera, ponašanje V-Sync-a ili neko drugo ograničenje prikaza drži broj frejmova na fiksnom plafonu.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Zašto DLSS, FSR ili niža skala renderovanja ponekad ne rade gotovo ništa\u003C\u002Fh2>\n\u003Cp>Tehnologije nadogradnje rezolucije smanjuju rezoluciju dela radnog opterećenja renderovanja i rekonstruišu konačnu sliku. To je veoma korisno kada je renderovanje piksela skupo.\u003C\u002Fp>\n\u003Cp>Ali ako CPU ili simulacija već određuju interval frejma, smanjenje rada na pikselima GPU-a možda neće značajno povećati osnovni broj renderovanih frejmova.\u003C\u002Fp>\n\u003Cp>Zato igra može da prikaže gotovo isti FPS pri nativnoj rezoluciji i pri mnogo nižoj internoj rezoluciji renderovanja. GPU je dobio dodatni kapacitet, ali sledeći frejm i dalje ne može da počne ili se završi ranije jer je druga zavisnost sporija.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">Generisanje frejmova je poseban slučaj\u003C\u002Fh2>\n\u003Cp>Generisanje frejmova komplikuje uobičajeno tumačenje FPS-a jer generisani frejmovi mogu povećati prikazani izlaz frejmova bez potrebe da CPU simulira svaki generisani frejm.\u003C\u002Fp>\n\u003Cp>NVIDIA to eksplicitno dokumentuje kao jedan od razloga zašto DLSS generisanje frejmova može povećati prikazanu brzinu frejmova u scenarijima ograničenim CPU-om. To ne znači da je prvobitno usko grlo CPU-a nestalo; to znači da pipeline za prezentaciju može proizvesti dodatne frejmove iznad CPU-ove native brzine simulacije\u002Frenderovanja.\u003C\u002Fp>\n\u003Cp>Za dijagnostiku, razdvojite osnovne renderovane performanse, izlaz generisanih frejmova i latenciju unosa umesto da jedan FPS brojač tretirate kao ceo sistem.\u003C\u002Fp>\n\u003Ch2 id=\"section-41\">Responsivnost i FPS nisu isto merenje\u003C\u002Fh2>\n\u003Cp>Usko grlo CPU-a ili GPU-a takođe različito utiče na latenciju. NVIDIA Reflex dokumentacija deli pipeline latencije na faze uključujući unos, simulaciju, podnošenje renderovanja, drajver, red za renderovanje i GPU renderovanje.\u003C\u002Fp>\n\u003Cp>To je korisno jer grafička promena može poboljšati vreme GPU renderovanja dok vreme simulacije ili CPU podnošenja ostaje skoro nepromenjeno.\u003C\u002Fp>\n\u003Cp>Dakle, pravo pitanje možda nije „Da li je FPS porastao?“ već „Da li je deo pipeline-a do kog mi je stalo postao brži?“\u003C\u002Fp>\n\u003Ch2 id=\"section-45\">Dijagnostika pogrešnog uskog grla\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kada niske i ultra postavke rade skoro isto\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. Proverite ograničenje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Potvrdite da FPS nije ograničen igrom, drajverom, V-Sync-om ili eksternim limitatorom.\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. Značajno smanjite rezoluciju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koristite dovoljno veliku promenu da proizvede jasnu razliku u GPU radu.\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. Uporedite prosek i vreme frejma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Mali odziv propusnosti sugeriše da je glavno ograničenje negde drugde.\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. Uporedite GPU zauzetost sa vremenom frejma\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">GPU zauzet veći deo frejma sugeriše pritisak na GPU; značajno vreme mirovanja ukazuje na uzvodni deo.\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. Testirajte opcije osetljive na CPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Smanjite daljinu crtanja, gužvu, simulaciju ili postavke sa mnogo objekata gde ih igra izlaže.\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. Pratite memoriju i strimovanje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Zastajkivanje može potrajati zbog pritiska na VRAM\u002FRAM ili strimovanja asseta čak i kada prosečno opterećenje GPU računanja opadne.\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. Menjajte samo jednu klasu opterećenja odjednom\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">U suprotnom ne možete znati koja je promena zapravo uticala na usko grlo.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-47\">Ne optimizujte samo iz menija sa postavkama\u003C\u002Fh2>\n\u003Cp>Grafički preseci su dizajnirani za upotrebljivost, a ne za izlaganje arhitekture performansi engine-a.\u003C\u002Fp>\n\u003Cp>Preset „Medium“ može promeniti deset nepovezanih promenljivih odjednom. Ako se performanse poboljšaju, još uvek ne znate koja je promena bila važna. Ako se ne poboljšaju, jedna opcija koja mnogo opterećuje CPU ili strimovanje može i dalje dominirati.\u003C\u002Fp>\n\u003Cp>Za rešavanje problema, pojedinačne promene su sporije ali mnogo informativnije.\u003C\u002Fp>\n\u003Ch2 id=\"section-51\">Praktičan redosled podešavanja\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Podesite usko grlo umesto oznake\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\">Osnovna linija\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Snimite problematičnu scenu sa trenutnim postavkama.\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\">Utvrdite osetljivost GPU-a\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Promenite rezoluciju\u002Frazmeru renderovanja ili drugu jaku GPU postavku.\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\">Utvrdite osetljivost CPU-a\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Promenite populaciju, daljinu crtanja, simulaciju ili druge CPU relevantne postavke kada su dostupne.\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\">Proverite pritisak na memoriju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Pratite ponašanje VRAM\u002FRAM-a i da li je zastajkivanje povezano sa novim oblastima ili učitavanjem asseta.\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\">Proverite tempo i ograničenja\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Pregledajte ograničenja frejmova, V-Sync, VRR i konzistentnost vremena frejma.\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\">Primenite najjeftiniji vizuelni kompromis\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Kada je usko grlo poznato, smanjite postavke koje daju najviše performansi za najmanju vizuelnu cenu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-53\">Šta bi promenilo ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>Tačno usko grlo može se promeniti od scene do scene. Unutrašnji hodnik može biti ograničen GPU-om dok gusti grad ili strateška bitka postaju ograničeni CPU-om. Dijagnostika bi stoga trebalo da cilja opterećenje koje zapravo izaziva problem sa performansama.\u003C\u002Fp>\n\u003Cp>Generisanje frejmova, dinamička rezolucija, adaptivni kvalitet na nivou endžina i budući sistemi zakazivanja takođe mogu da učine jednostavno skaliranje FPS-a manje intuitivnim. Osnovna metoda i dalje važi: promenite jedno opterećenje, posmatrajte odgovor i identifikujte koja faza je prestala da se poboljšava.\u003C\u002Fp>\n\u003Ch2 id=\"section-56\">Ograničenja\u003C\u002Fh2>\n\u003Cp>Ovaj članak pruža dijagnostički okvir, a ne univerzalno mapiranje svakog grafičkog podešavanja na troškove CPU-a ili GPU-a. Arhitektura endžina određuje stvarno opterećenje.\u003C\u002Fp>\n\u003Cp>Sami procenti iskorišćenja ne mogu dokazati usko grlo. Vremenski snimci, ponovljivi testovi i odgovor na kontrolisane promene podešavanja pružaju jače dokaze.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Zaključak\u003C\u002Fh2>\n\u003Cp>Ako Low i Ultra daju skoro isti FPS, nemojte nastaviti da nasumično snižavate podešavanja.\u003C\u002Fp>\n\u003Cp>Iskoristite nedostatak skaliranja kao dokaz. Testirajte rezoluciju, pregledajte CPU\u002FGPU tajming, proverite ograničenja, a zatim ciljajte podešavanja koja utiču na ograničavajuće opterećenje. Podešavanje performansi postaje mnogo lakše kada prestanete da pitate „Koje podešavanje je skupo?“ i počnete da pitate „Koja komponenta sprečava da sledeći frejm bude završen ranije?“\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Često postavljana pitanja\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\">Grafička podešavanja, CPU uska grla i niska iskorišćenost GPU-a\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\">Zašto snižavanje grafičkih podešavanja ne povećava moj FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Zato što GPU možda nije komponenta koja ograničava broj frejmova. CPU rad, simulacija, strimovanje, ograničenje frejmova ili drugo ograničenje u pipeline-u mogu odrediti interval frejma.\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\">Zašto 1080p i 1440p daju skoro isti FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Mala razlika može ukazivati na to da renderovanje piksela nije dominantno ograničenje u toj sceni. Testirajte CPU\u002FGPU tajming i potvrdite da nije aktivno ograničenje frejmova.\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\">Da li niska iskorišćenost GPU-a uvek znači CPU usko grlo?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Može biti rezultat ograničenja frejmova, učitavanja, menija, ponašanja napajanja ili drugih ograničenja. Koristite podatke o tajmingu i kontrolisane testove umesto jednog broja iskorišćenosti.\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\">Može li igra biti ograničena CPU-om kada je ukupna iskorišćenost CPU-a ispod 100%?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Da. Kritični rad igre može zavisiti od jedne ili nekoliko niti dok ostala jezgra ostaju manje iskorišćena.\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\">Koja grafička podešavanja utiču na CPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Zavisi od endžina, ali daljina renderovanja, broj objekata, gužve, simulacija, fizika i neki sistemi senki mogu povećati rad na strani CPU-a.\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\">Zašto upscaling ne poboljšava FPS u nekim igrama?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Upscaling uglavnom smanjuje opterećenje GPU renderovanja. Ako CPU ili druga faza već ograničava proizvodnju frejmova, smanjenje rada na pikselima može dati malo dodatnog osnovnog FPS-a.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-64\">Pojmovnik\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\">Ključni pojmovi uskih grla\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"cpu-bound\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">CPU-bound\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Stanje performansi u kojem rad na strani CPU-a ili slanje sprečava bržu proizvodnju frejmova čak i ako GPU ima dodatni kapacitet.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-bound\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU-bound\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Stanje performansi u kojem izvršavanje na GPU-u troši ograničavajući deo budžeta frejma.\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\">Odgovor skaliranja\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Promena performansi izazvana promenom opterećenja kao što su rezolucija ili kvalitet grafike.\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\">Intel PresentMon metrika koja pomaže u poređenju vremena izvršavanja GPU-a sa ukupnim tajmingom frejma radi procene ravnoteže 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 odgovora na usko grlo\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks metoda koja koristi kontrolisane promene podešavanja i merenja tajminga za identifikaciju opterećenja koje ograničava performanse.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"setting-sensitivity-map\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Mapa osetljivosti podešavanja\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks model planiranja koji grupiše podešavanja igre prema tipovima CPU, GPU, memorijskog ili streaming opterećenja na koja obično utiču.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-66\">Primarni izvori\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 — Locate and Resolve CPU-GPU Bottlenecks\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanične Intel smernice o neravnoteži CPU\u002FGPU, uskim grlima zavisnim od scene i kako podešavanja rezolucije i daljine renderovanja mogu uticati na različita opterećenja.\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\">Zvanični Intel alat za praćenje performansi sa GPU Busy, ravnotežom CPU\u002FGPU, grafikonima u realnom vremenu, percentilima i telemetrijom.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Reflex SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična NVIDIA dokumentacija koja razdvaja faze latencije i opisuje ponašanje reda renderovanja i tajminga 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\">NVIDIA Technical Blog — CPU Threading and Game Performance\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična NVIDIA analiza za developere o opterećenjima igara ograničenim CPU-om, zakazivanju niti i ograničenjima performansi na strani CPU-a.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fimages.nvidia.com\u002Faem-dam\u002FSolutions\u002Fgeforce\u002Fada\u002Fada-lovelace-architecture\u002Fnvidia-ada-gpu-science.pdf\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — Ada GPU Science \u002F DLSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični NVIDIA tehnički materijal koji objašnjava ponašanje igara ograničenih CPU-om i zašto Frame Generation može povećati prikazani FPS bez potrebe da CPU renderuje svaki generisani frejm.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1053},1790375187485,[540,545,552,558,564,569,573,577,581,585,613,619,623,627,672,676,680,684,688,692,737,743,747,751,755,759,763,767,771,775,779,783,787,791,795,799,803,807,811,815,819,823,827,831,835,839,865,869,873,877,881,885,908,912,916,920,924,928,932,936,940,944,948,977,981,1008,1012,1021,1029,1037,1045],{"id":541,"data":542,"type":544},"intro",{"text":543},"Smanjujete senke, teksture, efekte, pa čak i rezoluciju, ali FPS se jedva menja. To ne znači nužno da su podešavanja pokvarena. Često znači da podešavanje koje ste promenili nije opterećivalo komponentu koja trenutno ograničava performanse.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Ako smanjenje grafičkih podešavanja ne poboljšava FPS, igra možda nije ograničena GPU-om.\u003C\u002Fstrong> CPU, simulacija igre, slanje draw poziva, strimovanje resursa, pritisak na memoriju, ograničenje frejma ili neko drugo ograničenje u pipeline-u može sprečiti GPU da proizvede više frejmova. Ispravno rešenje zavisi od toga koji deo frejma je zapravo spor.","Direktan odgovor","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Test odgovora na usko grlo i Mapa osetljivosti podešavanja ispod su praktični Figure Rocks dijagnostički modeli. Oni nisu formalni standardi kompanija Intel, NVIDIA ili proizvođača engine-a.","Model korišćen u ovom članku","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sadržaj",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-preset",{"text":567,"level":47},"Grafički preset nije univerzalni prekidač za performanse","header",{"id":570,"data":571,"type":544},"p-preset-1",{"text":572},"Grafički meniji grupišu mnoge različite vrste opterećenja na jednom ekranu. Neka podešavanja uglavnom povećavaju rad GPU-a. Druga povećavaju rad CPU-a, saobraćaj memorije, strimovanje resursa ili oboje.",{"id":574,"data":575,"type":544},"p-preset-2",{"text":576},"Smanjenje rezolucije je dobar primer. Ono obično smanjuje broj piksela koje GPU mora da senči. Ako je GPU bio komponenta koja ograničava, FPS može značajno porasti. Ako je CPU-u već trebalo duže da pripremi svaki frejm nego GPU-u da ga renderuje, smanjenje rada sa pikselima može ostaviti konačnu brzinu frejmova skoro nepromenjenom.",{"id":578,"data":579,"type":544},"p-preset-3",{"text":580},"Intel-ovo sopstveno uputstvo o uskom grlu CPU\u002FGPU eksplicitno pravi ovu razliku: smanjenje rezolucije može osloboditi GPU resurse, dok podešavanja kao što je daljina renderovanja mogu uticati na performanse CPU-a. Efekat zavisi od scene i opterećenja, a ne od jednog univerzalnog pravila „nizak preset = brže“.",{"id":582,"data":583,"type":568},"h-test",{"text":584,"level":47},"Test odgovora na usko grlo",{"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. Zabeležite ponovljivu osnovu","Koristite isto čuvanje, scenu, rutu ili benchmark i zabeležite FPS i ponašanje vremena frejma.",{"label":593,"description":594},"2. Napravite jednu veliku promenu usmerenu na GPU","Smanjite rezoluciju ili drugo jasno GPU-zahtevno podešavanje dovoljno da razlika treba da bude merljiva.",{"label":596,"description":597},"3. Izmerite odgovor","Ako FPS značajno poraste, rad GPU-a je doprinosio ograničenju. Ako se FPS jedva menja, pogledajte dalje od sirovog opterećenja GPU renderovanja.",{"label":599,"description":600},"4. Pregledajte vremena CPU\u002FGPU","Koristite alate za merenje vremena ili iskorišćenja da vidite da li je GPU zauzet veći deo frejma ili čeka na rad uzvodno.",{"label":602,"description":603},"5. Testirajte podešavanja osetljiva na CPU","Gustina gužve, simulacija, daljina renderovanja, broj objekata ili slična podešavanja mogu uticati na rad CPU-a u nekim igrama.",{"label":605,"description":606},"6. Proverite ograničenja koja nisu renderovanje","Ograničenja frejmova, V-Sync, strimovanje, pritisak na memoriju, rad u pozadini i ograničenja engine-a igre mogu spljoštiti skaliranje.",{"label":608,"description":609},"7. Ponovite pod istim uslovima","Korisna dijagnoza zavisi od uporedivih pokretanja, a ne od dva nepovezana trenutka igranja.","Koristite promene podešavanja kao dijagnostički eksperiment","auto","processFlow",{"id":614,"data":615,"type":551},"probe-rule",{"body":616,"title":617,"variant":618},"Promena podešavanja nije samo optimizacija. Ona je \u003Cstrong>sonda\u003C\u002Fstrong>. Način na koji FPS reaguje govori vam nešto o uskom grlu.","Korisno pravilo","success",{"id":620,"data":621,"type":568},"h-resolution",{"text":622,"level":47},"Zašto je smanjenje rezolucije tako koristan test",{"id":624,"data":625,"type":544},"p-res-1",{"text":626},"Rezolucija menja količinu rada sa pikselima koju GPU obavlja. To je čini jednim od najjasnijih prvih testova za razdvajanje situacije koja je jako ograničena GPU-om od one koja je ograničena negde drugde.",{"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","Veliko povećanje FPS-a",{"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","Malo povećanje FPS-a",{"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","Mešovit odgovor",{"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","Nema odgovora na fiksnom plafonu",{"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","Šta vam velika promena rezolucije može reći","table",[662,665,668],{"id":663,"label":664},"result","Uočeni rezultat",{"id":666,"label":667},"meaning","Verovatno tumačenje",{"id":669,"label":670},"next","Sledeći korak","comparison",{"id":673,"data":674,"type":568},"h-cpu100",{"text":675,"level":47},"Ograničenje CPU-om ne znači „CPU je na 100%“",{"id":677,"data":678,"type":544},"p-cpu-1",{"text":679},"Česta greška je pogledati ukupno iskorišćenje CPU-a i zaključiti da CPU ne može biti usko grlo jer pokazuje 40 ili 60 procenata.",{"id":681,"data":682,"type":544},"p-cpu-2",{"text":683},"Igre ne raspoređuju nužno svoj najvažniji rad po frejmu savršeno na svako jezgro. Jedna ili nekoliko kritičnih niti mogu odrediti kada sledeći frejm može biti poslat, čak i dok druga jezgra ostaju manje zauzeta.",{"id":685,"data":686,"type":544},"p-cpu-3",{"text":687},"Intel preporučuje analizu ravnoteže CPU\u002FGPU umesto oslanjanja na jedan procenat iskorišćenja. PresentMon-ova metrika GPU Busy je posebno dizajnirana da pomogne u proceni koliko od intervala frejma GPU zapravo izvršava rad.",{"id":689,"data":690,"type":568},"h-map",{"text":691,"level":47},"Mapa osetljivosti podešavanja",{"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],"Klasa podešavanja","Često opterećuje","Zašto FPS može ili ne mora da reaguje",[701,702,703],"Rezolucija \u002F skala renderovanja","Uglavnom GPU rad na pikselima","Velika reakcija kada je GPU ograničenje; mala reakcija kada je CPU ograničenje",[705,706,707],"Sledeće zrake \u002F teško osvetljenje","GPU","Može snažno da smanji vreme frejma na GPU kada se smanji",[709,710,711],"Senke","GPU, ponekad CPU","Zavisi od udaljenosti senki, broja objekata i implementacije u engine-u",[713,714,715],"Udaljenost crtanja \u002F udaljenost objekata","CPU + GPU","Više objekata može da poveća dostavljanje, simulaciju i rad na renderovanju",[717,718,719],"Gustina gomile \u002F NPC likova","Često CPU + GPU","AI, animacija i simulacija mogu da povećaju trošak na strani CPU-a",[721,722,723],"Teksture","VRAM \u002F memorijski protok više nego čisto računanje","Može da utiče na zastajkivanje ili memorijski pritisak bez velikih promena prosečnog FPS-a",[725,726,727],"Efekti \u002F volumetrija","Uglavnom GPU","Često korisno kada je vreme izvršavanja na GPU visoko",[729,730,731],"Kvalitet fizike \u002F simulacije","Često CPU","Može da ostane skupo čak i pri niskoj rezoluciji",[733,734,735],"Nadogradnja rezolucije","GPU rad i pipeline slike","Korisno uglavnom kada je trošak renderovanja na strani GPU značajan",false,{"id":738,"data":739,"type":551},"tendency-warning",{"body":740,"title":741,"variant":742},"Naziv podešavanja ne garantuje gde nastaje trošak. Engine-i različito implementiraju senke, gomile, strimovanje, fiziku i vidljivost. Izmerite stvarnu igru.","Ovo su tendencije, ne univerzalna pravila","warning",{"id":744,"data":745,"type":568},"h-lowgpu",{"text":746,"level":47},"Niska iskorišćenost GPU-a može biti simptom, a ne bolest",{"id":748,"data":749,"type":544},"p-lowgpu-1",{"text":750},"Ako GPU čeka na CPU ili drugi deo pipeline-a uzvodno, iskorišćenost GPU-a može da opadne iako je broj frejmova nizak.",{"id":752,"data":753,"type":544},"p-lowgpu-2",{"text":754},"Intel opisuje ovaj opšti obrazac kao usko grlo: jedna komponenta ograničava sposobnost druge komponente da dostigne svoj potencijal. Njihove smernice za programere takođe prikazuju scenarije ograničene CPU-om u kojima GPU miruje dok čeka na rad CPU-a.",{"id":756,"data":757,"type":544},"p-lowgpu-3",{"text":758},"To ne znači da svako očitavanje GPU-a od 70 procenata dokazuje usko grlo na CPU-u. Ograničenja frejmova, učitavanje, meniji, upravljanje napajanjem, ponašanje telemetrije i prelazi scena mogu da utiču na iskorišćenost. Merenje vremena je jači dokaz od jednog procenta.",{"id":760,"data":761,"type":568},"h-util",{"text":762,"level":47},"Zašto veća iskorišćenost GPU-a nije uvek cilj",{"id":764,"data":765,"type":544},"p-util-1",{"text":766},"GPU na 99 procenata iskorišćenosti može biti potpuno normalan kada je cilj maksimalan kvalitet slike ili propusnost. GPU ispod 99 procenata takođe može biti potpuno normalan kada je broj frejmova ograničen ili igra namerno ostavlja rezervu.",{"id":768,"data":769,"type":544},"p-util-2",{"text":770},"Korisno pitanje nije „Kako da nateram GPU na 100%?“ Već „Šta sprečava da se frejm završi ranije i da li mi je zaista potrebno da se završi ranije?“",{"id":772,"data":773,"type":568},"h-cap",{"text":774,"level":47},"Ograničenja frejmova mogu učiniti da podešavanja izgledaju nedelotvorno",{"id":776,"data":777,"type":544},"p-cap-1",{"text":778},"Ako je igra ograničena na 120 FPS i već dostiže 120 FPS, smanjenje grafičkih podešavanja ne može da podigne prikazani broj frejmova iznad tog ograničenja.",{"id":780,"data":781,"type":544},"p-cap-2",{"text":782},"Dodatna rezerva i dalje može biti važna: opterećenje GPU-a, potrošnja energije, buka ventilatora ili ponašanje latencije mogu se promeniti iako brojač FPS-a ostaje nepromenjen.",{"id":784,"data":785,"type":544},"p-cap-3",{"text":786},"Pre nego što nepromenjeni FPS protumačite kao dokaz uskog grla na CPU-u, proverite da li ograničavač u igri, ograničavač drajvera, ponašanje V-Sync-a ili neko drugo ograničenje prikaza drži broj frejmova na fiksnom plafonu.",{"id":788,"data":789,"type":568},"h-upscale",{"text":790,"level":47},"Zašto DLSS, FSR ili niža skala renderovanja ponekad ne rade gotovo ništa",{"id":792,"data":793,"type":544},"p-up-1",{"text":794},"Tehnologije nadogradnje rezolucije smanjuju rezoluciju dela radnog opterećenja renderovanja i rekonstruišu konačnu sliku. To je veoma korisno kada je renderovanje piksela skupo.",{"id":796,"data":797,"type":544},"p-up-2",{"text":798},"Ali ako CPU ili simulacija već određuju interval frejma, smanjenje rada na pikselima GPU-a možda neće značajno povećati osnovni broj renderovanih frejmova.",{"id":800,"data":801,"type":544},"p-up-3",{"text":802},"Zato igra može da prikaže gotovo isti FPS pri nativnoj rezoluciji i pri mnogo nižoj internoj rezoluciji renderovanja. GPU je dobio dodatni kapacitet, ali sledeći frejm i dalje ne može da počne ili se završi ranije jer je druga zavisnost sporija.",{"id":804,"data":805,"type":568},"h-fg",{"text":806,"level":47},"Generisanje frejmova je poseban slučaj",{"id":808,"data":809,"type":544},"p-fg-1",{"text":810},"Generisanje frejmova komplikuje uobičajeno tumačenje FPS-a jer generisani frejmovi mogu povećati prikazani izlaz frejmova bez potrebe da CPU simulira svaki generisani frejm.",{"id":812,"data":813,"type":544},"p-fg-2",{"text":814},"NVIDIA to eksplicitno dokumentuje kao jedan od razloga zašto DLSS generisanje frejmova može povećati prikazanu brzinu frejmova u scenarijima ograničenim CPU-om. To ne znači da je prvobitno usko grlo CPU-a nestalo; to znači da pipeline za prezentaciju može proizvesti dodatne frejmove iznad CPU-ove native brzine simulacije\u002Frenderovanja.",{"id":816,"data":817,"type":544},"p-fg-3",{"text":818},"Za dijagnostiku, razdvojite osnovne renderovane performanse, izlaz generisanih frejmova i latenciju unosa umesto da jedan FPS brojač tretirate kao ceo sistem.",{"id":820,"data":821,"type":568},"h-latency",{"text":822,"level":47},"Responsivnost i FPS nisu isto merenje",{"id":824,"data":825,"type":544},"p-lat-1",{"text":826},"Usko grlo CPU-a ili GPU-a takođe različito utiče na latenciju. NVIDIA Reflex dokumentacija deli pipeline latencije na faze uključujući unos, simulaciju, podnošenje renderovanja, drajver, red za renderovanje i GPU renderovanje.",{"id":828,"data":829,"type":544},"p-lat-2",{"text":830},"To je korisno jer grafička promena može poboljšati vreme GPU renderovanja dok vreme simulacije ili CPU podnošenja ostaje skoro nepromenjeno.",{"id":832,"data":833,"type":544},"p-lat-3",{"text":834},"Dakle, pravo pitanje možda nije „Da li je FPS porastao?“ već „Da li je deo pipeline-a do kog mi je stalo postao brži?“",{"id":836,"data":837,"type":568},"h-diag",{"text":838,"level":47},"Dijagnostika pogrešnog uskog grla",{"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. Proverite ograničenje","Potvrdite da FPS nije ograničen igrom, drajverom, V-Sync-om ili eksternim limitatorom.",{"label":847,"description":848},"2. Značajno smanjite rezoluciju","Koristite dovoljno veliku promenu da proizvede jasnu razliku u GPU radu.",{"label":850,"description":851},"3. Uporedite prosek i vreme frejma","Mali odziv propusnosti sugeriše da je glavno ograničenje negde drugde.",{"label":853,"description":854},"4. Uporedite GPU zauzetost sa vremenom frejma","GPU zauzet veći deo frejma sugeriše pritisak na GPU; značajno vreme mirovanja ukazuje na uzvodni deo.",{"label":856,"description":857},"5. Testirajte opcije osetljive na CPU","Smanjite daljinu crtanja, gužvu, simulaciju ili postavke sa mnogo objekata gde ih igra izlaže.",{"label":859,"description":860},"6. Pratite memoriju i strimovanje","Zastajkivanje može potrajati zbog pritiska na VRAM\u002FRAM ili strimovanja asseta čak i kada prosečno opterećenje GPU računanja opadne.",{"label":862,"description":863},"7. Menjajte samo jednu klasu opterećenja odjednom","U suprotnom ne možete znati koja je promena zapravo uticala na usko grlo.","Kada niske i ultra postavke rade skoro isto",{"id":866,"data":867,"type":568},"h-menu",{"text":868,"level":47},"Ne optimizujte samo iz menija sa postavkama",{"id":870,"data":871,"type":544},"p-menu-1",{"text":872},"Grafički preseci su dizajnirani za upotrebljivost, a ne za izlaganje arhitekture performansi engine-a.",{"id":874,"data":875,"type":544},"p-menu-2",{"text":876},"Preset „Medium“ može promeniti deset nepovezanih promenljivih odjednom. Ako se performanse poboljšaju, još uvek ne znate koja je promena bila važna. Ako se ne poboljšaju, jedna opcija koja mnogo opterećuje CPU ili strimovanje može i dalje dominirati.",{"id":878,"data":879,"type":544},"p-menu-3",{"text":880},"Za rešavanje problema, pojedinačne promene su sporije ali mnogo informativnije.",{"id":882,"data":883,"type":568},"h-order",{"text":884,"level":47},"Praktičan redosled podešavanja",{"id":886,"data":887,"type":612},"tune-order",{"steps":888,"title":907,"orientation":611},[889,892,895,898,901,904],{"label":890,"description":891},"Osnovna linija","Snimite problematičnu scenu sa trenutnim postavkama.",{"label":893,"description":894},"Utvrdite osetljivost GPU-a","Promenite rezoluciju\u002Frazmeru renderovanja ili drugu jaku GPU postavku.",{"label":896,"description":897},"Utvrdite osetljivost CPU-a","Promenite populaciju, daljinu crtanja, simulaciju ili druge CPU relevantne postavke kada su dostupne.",{"label":899,"description":900},"Proverite pritisak na memoriju","Pratite ponašanje VRAM\u002FRAM-a i da li je zastajkivanje povezano sa novim oblastima ili učitavanjem asseta.",{"label":902,"description":903},"Proverite tempo i ograničenja","Pregledajte ograničenja frejmova, V-Sync, VRR i konzistentnost vremena frejma.",{"label":905,"description":906},"Primenite najjeftiniji vizuelni kompromis","Kada je usko grlo poznato, smanjite postavke koje daju najviše performansi za najmanju vizuelnu cenu.","Podesite usko grlo umesto oznake",{"id":909,"data":910,"type":568},"h-change",{"text":911,"level":47},"Šta bi promenilo ovaj odgovor?",{"id":913,"data":914,"type":544},"p-change-1",{"text":915},"Tačno usko grlo može se promeniti od scene do scene. Unutrašnji hodnik može biti ograničen GPU-om dok gusti grad ili strateška bitka postaju ograničeni CPU-om. Dijagnostika bi stoga trebalo da cilja opterećenje koje zapravo izaziva problem sa performansama.",{"id":917,"data":918,"type":544},"p-change-2",{"text":919},"Generisanje frejmova, dinamička rezolucija, adaptivni kvalitet na nivou endžina i budući sistemi zakazivanja takođe mogu da učine jednostavno skaliranje FPS-a manje intuitivnim. Osnovna metoda i dalje važi: promenite jedno opterećenje, posmatrajte odgovor i identifikujte koja faza je prestala da se poboljšava.",{"id":921,"data":922,"type":568},"h-limit",{"text":923,"level":47},"Ograničenja",{"id":925,"data":926,"type":544},"p-limit-1",{"text":927},"Ovaj članak pruža dijagnostički okvir, a ne univerzalno mapiranje svakog grafičkog podešavanja na troškove CPU-a ili GPU-a. Arhitektura endžina određuje stvarno opterećenje.",{"id":929,"data":930,"type":544},"p-limit-2",{"text":931},"Sami procenti iskorišćenja ne mogu dokazati usko grlo. Vremenski snimci, ponovljivi testovi i odgovor na kontrolisane promene podešavanja pružaju jače dokaze.",{"id":933,"data":934,"type":568},"h-conclusion",{"text":935,"level":47},"Zaključak",{"id":937,"data":938,"type":544},"p-conc-1",{"text":939},"Ako Low i Ultra daju skoro isti FPS, nemojte nastaviti da nasumično snižavate podešavanja.",{"id":941,"data":942,"type":544},"p-conc-2",{"text":943},"Iskoristite nedostatak skaliranja kao dokaz. Testirajte rezoluciju, pregledajte CPU\u002FGPU tajming, proverite ograničenja, a zatim ciljajte podešavanja koja utiču na ograničavajuće opterećenje. Podešavanje performansi postaje mnogo lakše kada prestanete da pitate „Koje podešavanje je skupo?“ i počnete da pitate „Koja komponenta sprečava da sledeći frejm bude završen ranije?“",{"id":945,"data":946,"type":568},"h-faq",{"text":947,"level":47},"Često postavljana pitanja",{"id":949,"data":950,"type":949},"faq",{"items":951,"title":976},[952,956,960,964,968,972],{"id":953,"answer":954,"question":955},"faq1","Zato što GPU možda nije komponenta koja ograničava broj frejmova. CPU rad, simulacija, strimovanje, ograničenje frejmova ili drugo ograničenje u pipeline-u mogu odrediti interval frejma.","Zašto snižavanje grafičkih podešavanja ne povećava moj FPS?",{"id":957,"answer":958,"question":959},"faq2","Mala razlika može ukazivati na to da renderovanje piksela nije dominantno ograničenje u toj sceni. Testirajte CPU\u002FGPU tajming i potvrdite da nije aktivno ograničenje frejmova.","Zašto 1080p i 1440p daju skoro isti FPS?",{"id":961,"answer":962,"question":963},"faq3","Ne. Može biti rezultat ograničenja frejmova, učitavanja, menija, ponašanja napajanja ili drugih ograničenja. Koristite podatke o tajmingu i kontrolisane testove umesto jednog broja iskorišćenosti.","Da li niska iskorišćenost GPU-a uvek znači CPU usko grlo?",{"id":965,"answer":966,"question":967},"faq4","Da. Kritični rad igre može zavisiti od jedne ili nekoliko niti dok ostala jezgra ostaju manje iskorišćena.","Može li igra biti ograničena CPU-om kada je ukupna iskorišćenost CPU-a ispod 100%?",{"id":969,"answer":970,"question":971},"faq5","Zavisi od endžina, ali daljina renderovanja, broj objekata, gužve, simulacija, fizika i neki sistemi senki mogu povećati rad na strani CPU-a.","Koja grafička podešavanja utiču na CPU?",{"id":973,"answer":974,"question":975},"faq6","Upscaling uglavnom smanjuje opterećenje GPU renderovanja. Ako CPU ili druga faza već ograničava proizvodnju frejmova, smanjenje rada na pikselima može dati malo dodatnog osnovnog FPS-a.","Zašto upscaling ne poboljšava FPS u nekim igrama?","Grafička podešavanja, CPU uska grla i niska iskorišćenost GPU-a",{"id":978,"data":979,"type":568},"h-glossary",{"text":980,"level":47},"Pojmovnik",{"id":982,"data":983,"type":982},"glossary",{"title":984,"entries":985},"Ključni pojmovi uskih grla",[986,990,994,998,1002,1005],{"term":987,"anchor":988,"definition":989},"CPU-bound","cpu-bound","Stanje performansi u kojem rad na strani CPU-a ili slanje sprečava bržu proizvodnju frejmova čak i ako GPU ima dodatni kapacitet.",{"term":991,"anchor":992,"definition":993},"GPU-bound","gpu-bound","Stanje performansi u kojem izvršavanje na GPU-u troši ograničavajući deo budžeta frejma.",{"term":995,"anchor":996,"definition":997},"Odgovor skaliranja","scaling-response","Promena performansi izazvana promenom opterećenja kao što su rezolucija ili kvalitet grafike.",{"term":999,"anchor":1000,"definition":1001},"GPU Busy","gpu-busy","Intel PresentMon metrika koja pomaže u poređenju vremena izvršavanja GPU-a sa ukupnim tajmingom frejma radi procene ravnoteže CPU\u002FGPU.",{"term":584,"anchor":1003,"definition":1004},"bottleneck-response-test","Figure Rocks metoda koja koristi kontrolisane promene podešavanja i merenja tajminga za identifikaciju opterećenja koje ograničava performanse.",{"term":691,"anchor":1006,"definition":1007},"setting-sensitivity-map","Figure Rocks model planiranja koji grupiše podešavanja igre prema tipovima CPU, GPU, memorijskog ili streaming opterećenja na koja obično utiču.",{"id":1009,"data":1010,"type":568},"h-sources",{"text":1011,"level":47},"Primarni izvori",{"id":1013,"data":1014,"type":1020},"src-intel-bottleneck",{"link":1015,"meta":1016},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Flocate-and-resolve-cpu-gpu-bottlenecks.html",{"image":1017,"title":1018,"description":1019},{"url":13},"Intel — Locate and Resolve CPU-GPU Bottlenecks","Zvanične Intel smernice o neravnoteži CPU\u002FGPU, uskim grlima zavisnim od scene i kako podešavanja rezolucije i daljine renderovanja mogu uticati na različita opterećenja.","linkTool",{"id":1022,"data":1023,"type":1020},"src-intel-presentmon",{"link":1024,"meta":1025},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fintel-presentmon\u002F",{"image":1026,"title":1027,"description":1028},{"url":13},"Intel — PresentMon","Zvanični Intel alat za praćenje performansi sa GPU Busy, ravnotežom CPU\u002FGPU, grafikonima u realnom vremenu, percentilima i telemetrijom.",{"id":1030,"data":1031,"type":1020},"src-nvidia-reflex",{"link":1032,"meta":1033},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex",{"image":1034,"title":1035,"description":1036},{"url":13},"NVIDIA Developer — Reflex SDK","Zvanična NVIDIA dokumentacija koja razdvaja faze latencije i opisuje ponašanje reda renderovanja i tajminga CPU\u002FGPU.",{"id":1038,"data":1039,"type":1020},"src-nvidia-cpu-threads",{"link":1040,"meta":1041},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Flimiting-cpu-threads-for-better-game-performance\u002F",{"image":1042,"title":1043,"description":1044},{"url":13},"NVIDIA Technical Blog — CPU Threading and Game Performance","Zvanična NVIDIA analiza za developere o opterećenjima igara ograničenim CPU-om, zakazivanju niti i ograničenjima performansi na strani CPU-a.",{"id":1046,"data":1047,"type":1020},"src-nvidia-dlss-paper",{"link":1048,"meta":1049},"https:\u002F\u002Fimages.nvidia.com\u002Faem-dam\u002FSolutions\u002Fgeforce\u002Fada\u002Fada-lovelace-architecture\u002Fnvidia-ada-gpu-science.pdf",{"image":1050,"title":1051,"description":1052},{"url":13},"NVIDIA — Ada GPU Science \u002F DLSS 3","Zvanični NVIDIA tehnički materijal koji objašnjava ponašanje igara ograničenih CPU-om i zašto Frame Generation može povećati prikazani FPS bez potrebe da CPU renderuje svaki generisani frejm.","2.31","Smanjujete senke, efekte i rezoluciju, ali FPS se jedva menja. Ovaj vodič objašnjava zašto grafička podešavanja pomažu samo kada smanjuju opterećenje koje zapravo ograničava frejm—i kako prepoznati uska grla procesora, grafičke kartice, memorije, strimovanja i ograničenja frejma.","\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":1062,"de":1063,"sr":1064,"es":1065,"fr":1066,"it":1067,"ru":1068,"zh":1069},"\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",[1071,1075,1079],{"id":1072,"name":1073,"slug":1074},149,"ЦПУ, ГПУ и уска грла","cpu-gpu-and-bottlenecks",{"id":1076,"name":1077,"slug":1078},152,"VRAM и стримовање","vram-and-streaming",{"id":1080,"name":1081,"slug":1082},137,"Подешавања која су битна","settings-that-matter",{"id":283,"login":1084,"email":1085,"displayName":1086},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1088,1479],{"lang":8,"title":1089,"content":1090,"contentJson":1091,"excerpt":1478},"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":1092,"blocks":1093,"version":1477},1790374969926,[1094,1097,1101,1105,1108,1111,1114,1117,1120,1123,1148,1152,1155,1158,1181,1184,1187,1190,1193,1196,1237,1241,1244,1247,1250,1253,1256,1259,1262,1265,1268,1271,1274,1277,1280,1283,1286,1289,1292,1295,1298,1301,1304,1307,1310,1313,1338,1341,1344,1347,1350,1353,1375,1378,1381,1384,1387,1390,1393,1396,1399,1402,1405,1427,1430,1449,1452,1457,1462,1467,1472],{"id":541,"data":1095,"type":544},{"text":1096},"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":1098,"type":551},{"body":1099,"title":1100,"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":1102,"type":551},{"body":1103,"title":1104,"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":1106,"type":563},{"title":1107,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1109,"type":568},{"text":1110,"level":47},"A graphics preset is not a universal performance knob",{"id":570,"data":1112,"type":544},{"text":1113},"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":1115,"type":544},{"text":1116},"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":1118,"type":544},{"text":1119},"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":1121,"type":568},{"text":1122,"level":47},"The Bottleneck Response Test",{"id":586,"data":1124,"type":612},{"steps":1125,"title":1147,"orientation":611},[1126,1129,1132,1135,1138,1141,1144],{"label":1127,"description":1128},"1. Record a repeatable baseline","Use the same save, scene, route or benchmark and record FPS plus frame-time behavior.",{"label":1130,"description":1131},"2. Make one large GPU-oriented change","Drop resolution or another clearly GPU-heavy setting enough that the difference should be measurable.",{"label":1133,"description":1134},"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":1136,"description":1137},"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":1139,"description":1140},"5. Test CPU-sensitive settings","Crowd density, simulation, draw distance, object count or similar settings may affect CPU-side work in some games.",{"label":1142,"description":1143},"6. Check non-render limits","Frame caps, V-Sync, streaming, memory pressure, background work and game-engine limits can flatten scaling.",{"label":1145,"description":1146},"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":1149,"type":551},{"body":1150,"title":1151,"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":1153,"type":568},{"text":1154,"level":47},"Why lowering resolution is such a useful test",{"id":624,"data":1156,"type":544},{"text":1157},"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":1159,"type":671},{"rows":1160,"title":1173,"layout":660,"columns":1174},[1161,1164,1167,1170],{"id":632,"label":1162,"values":1163},"Large FPS increase",{"next":635,"result":636,"meaning":637},{"id":639,"label":1165,"values":1166},"Small FPS increase",{"next":642,"result":643,"meaning":644},{"id":646,"label":1168,"values":1169},"Mixed response",{"next":649,"result":650,"meaning":651},{"id":653,"label":1171,"values":1172},"No response at a fixed ceiling",{"next":656,"result":657,"meaning":658},"What a large resolution change can tell you",[1175,1177,1179],{"id":663,"label":1176},"Observed result",{"id":666,"label":1178},"Likely interpretation",{"id":669,"label":1180},"Next step",{"id":673,"data":1182,"type":568},{"text":1183,"level":47},"CPU-bound does not mean “the CPU is at 100%”",{"id":677,"data":1185,"type":544},{"text":1186},"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":1188,"type":544},{"text":1189},"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":1191,"type":544},{"text":1192},"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":1194,"type":568},{"text":1195,"level":47},"The Setting Sensitivity Map",{"id":693,"data":1197,"type":660},{"content":1198,"stretched":736,"withHeadings":15},[1199,1203,1207,1210,1214,1217,1221,1225,1229,1233],[1200,1201,1202],"Setting class","Often stresses","Why FPS may or may not respond",[1204,1205,1206],"Resolution \u002F render scale","Mostly GPU pixel workload","Large response when GPU-limited; little response when CPU-limited",[1208,706,1209],"Ray tracing \u002F heavy lighting","Can strongly reduce GPU frame time when lowered",[1211,1212,1213],"Shadows","GPU, sometimes CPU","Depends on shadow distance, object count and engine implementation",[1215,714,1216],"Draw distance \u002F object distance","More objects can increase submission, simulation and rendering work",[1218,1219,1220],"Crowd \u002F NPC density","Often CPU + GPU","AI, animation and simulation can increase CPU-side cost",[1222,1223,1224],"Textures","VRAM \u002F memory bandwidth more than pure compute","May affect stutter or memory pressure without large average-FPS changes",[1226,1227,1228],"Effects \u002F volumetrics","Mostly GPU","Often useful when GPU execution time is high",[1230,1231,1232],"Physics \u002F simulation quality","Often CPU","Can remain expensive even at low resolution",[1234,1235,1236],"Upscaling","GPU workload and image pipeline","Useful mainly when GPU-side rendering cost is significant",{"id":738,"data":1238,"type":551},{"body":1239,"title":1240,"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":1242,"type":568},{"text":1243,"level":47},"Low GPU utilization can be a symptom, not the disease",{"id":748,"data":1245,"type":544},{"text":1246},"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":1248,"type":544},{"text":1249},"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":1251,"type":544},{"text":1252},"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":1254,"type":568},{"text":1255,"level":47},"Why higher GPU utilization is not always the goal",{"id":764,"data":1257,"type":544},{"text":1258},"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":1260,"type":544},{"text":1261},"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":1263,"type":568},{"text":1264,"level":47},"Frame caps can make settings look ineffective",{"id":776,"data":1266,"type":544},{"text":1267},"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":1269,"type":544},{"text":1270},"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":1272,"type":544},{"text":1273},"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":1275,"type":568},{"text":1276,"level":47},"Why DLSS, FSR or lower render scale sometimes do almost nothing",{"id":792,"data":1278,"type":544},{"text":1279},"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":1281,"type":544},{"text":1282},"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":1284,"type":544},{"text":1285},"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":1287,"type":568},{"text":1288,"level":47},"Frame Generation is a special case",{"id":808,"data":1290,"type":544},{"text":1291},"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":1293,"type":544},{"text":1294},"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":1296,"type":544},{"text":1297},"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":1299,"type":568},{"text":1300,"level":47},"Responsiveness and FPS are not the same measurement",{"id":824,"data":1302,"type":544},{"text":1303},"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":1305,"type":544},{"text":1306},"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.",{"id":832,"data":1308,"type":544},{"text":1309},"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":1311,"type":568},{"text":1312,"level":47},"The Wrong-Bottleneck Diagnostic",{"id":840,"data":1314,"type":612},{"steps":1315,"title":1337,"orientation":611},[1316,1319,1322,1325,1328,1331,1334],{"label":1317,"description":1318},"1. Check the cap","Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.",{"label":1320,"description":1321},"2. Drop resolution significantly","Use a large enough change to produce a clear GPU-work difference.",{"label":1323,"description":1324},"3. Compare average and frame time","Small throughput response suggests the main limit is elsewhere.",{"label":1326,"description":1327},"4. Compare GPU Busy with frame time","A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.",{"label":1329,"description":1330},"5. Test CPU-sensitive options","Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.",{"label":1332,"description":1333},"6. Watch memory and streaming","Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.",{"label":1335,"description":1336},"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":1339,"type":568},{"text":1340,"level":47},"Do not optimize from the settings menu alone",{"id":870,"data":1342,"type":544},{"text":1343},"Graphics presets are designed for usability, not for exposing the engine's performance architecture.",{"id":874,"data":1345,"type":544},{"text":1346},"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":1348,"type":544},{"text":1349},"For troubleshooting, individual changes are slower but much more informative.",{"id":882,"data":1351,"type":568},{"text":1352,"level":47},"A practical tuning order",{"id":886,"data":1354,"type":612},{"steps":1355,"title":1374,"orientation":611},[1356,1359,1362,1365,1368,1371],{"label":1357,"description":1358},"Baseline","Capture the problem scene with the current settings.",{"label":1360,"description":1361},"Determine GPU sensitivity","Change resolution\u002Frender scale or another strong GPU setting.",{"label":1363,"description":1364},"Determine CPU sensitivity","Change population, draw distance, simulation or other CPU-relevant settings when available.",{"label":1366,"description":1367},"Check memory pressure","Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.",{"label":1369,"description":1370},"Check pacing and limits","Review frame caps, V-Sync, VRR and frame-time consistency.",{"label":1372,"description":1373},"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":1376,"type":568},{"text":1377,"level":47},"What would change this answer?",{"id":913,"data":1379,"type":544},{"text":1380},"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":1382,"type":544},{"text":1383},"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":1385,"type":568},{"text":1386,"level":47},"Limitations",{"id":925,"data":1388,"type":544},{"text":1389},"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":1391,"type":544},{"text":1392},"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.",{"id":933,"data":1394,"type":568},{"text":1395,"level":47},"Conclusion",{"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":1404,"level":47},"FAQ",{"id":949,"data":1406,"type":949},{"items":1407,"title":1426},[1408,1411,1414,1417,1420,1423],{"id":953,"answer":1409,"question":1410},"Because the GPU may not be the component limiting the frame rate. CPU work, simulation, streaming, a frame cap or another pipeline constraint can determine the frame interval.","Why does lowering graphics settings not increase my FPS?",{"id":957,"answer":1412,"question":1413},"A small difference can indicate that pixel rendering is not the dominant limit in that scene. Test CPU\u002FGPU timing and confirm that no frame cap is active.","Why do 1080p and 1440p give me almost the same FPS?",{"id":961,"answer":1415,"question":1416},"No. It can also result from frame caps, loading, menus, power behavior or other limits. Use timing data and controlled tests rather than one utilization number.","Does low GPU usage always mean a CPU bottleneck?",{"id":965,"answer":1418,"question":1419},"Yes. Critical game work may depend on one or a few threads while other cores remain less utilized.","Can a game be CPU-bound when total CPU usage is below 100%?",{"id":969,"answer":1421,"question":1422},"It varies by engine, but draw distance, object count, crowds, simulation, physics and some shadow systems can increase CPU-side work.","Which graphics settings affect the CPU?",{"id":973,"answer":1424,"question":1425},"Upscaling mainly reduces GPU rendering workload. If the CPU or another stage already limits frame production, reducing pixel work may produce little additional base FPS.","Why does upscaling not improve FPS in some games?","Graphics settings, CPU bottlenecks and low GPU usage",{"id":978,"data":1428,"type":568},{"text":1429,"level":47},"Glossary",{"id":982,"data":1431,"type":982},{"title":1432,"entries":1433},"Key bottleneck terms",[1434,1436,1438,1441,1443,1446],{"term":987,"anchor":988,"definition":1435},"A performance state in which CPU-side work or submission prevents frames from being produced faster even if the GPU has additional capacity.",{"term":991,"anchor":992,"definition":1437},"A performance state in which GPU execution consumes the limiting portion of the frame budget.",{"term":1439,"anchor":996,"definition":1440},"Scaling response","The change in performance produced by changing a workload such as resolution or graphics quality.",{"term":999,"anchor":1000,"definition":1442},"An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.",{"term":1444,"anchor":1003,"definition":1445},"Bottleneck Response Test","A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.",{"term":1447,"anchor":1006,"definition":1448},"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":1009,"data":1450,"type":568},{"text":1451,"level":47},"Primary sources",{"id":1013,"data":1453,"type":1020},{"link":1015,"meta":1454},{"image":1455,"title":1018,"description":1456},{"url":13},"Official Intel guidance on CPU\u002FGPU imbalance, scene-dependent bottlenecks and how resolution and draw-distance settings can affect different workloads.",{"id":1022,"data":1458,"type":1020},{"link":1024,"meta":1459},{"image":1460,"title":1027,"description":1461},{"url":13},"Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.",{"id":1030,"data":1463,"type":1020},{"link":1032,"meta":1464},{"image":1465,"title":1035,"description":1466},{"url":13},"Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.",{"id":1038,"data":1468,"type":1020},{"link":1040,"meta":1469},{"image":1470,"title":1043,"description":1471},{"url":13},"Official NVIDIA developer analysis of CPU-bound game workloads, thread scheduling and CPU-side performance constraints.",{"id":1046,"data":1473,"type":1020},{"link":1048,"meta":1474},{"image":1475,"title":1051,"description":1476},{"url":13},"Official NVIDIA technical material explaining CPU-limited game behavior and why Frame Generation can raise displayed FPS without requiring the CPU to render every generated frame.","2.31.0","You lower shadows, effects and resolution, but the FPS barely changes. This guide explains why graphics settings only help when they reduce the workload that is actually limiting the frame—and how to identify CPU, GPU, memory, streaming and frame-cap bottlenecks.",{"lang":7,"title":534,"content":536,"contentJson":1480,"excerpt":1054},{"time":538,"blocks":1481,"version":1053},[1482,1484,1486,1488,1490,1492,1494,1496,1498,1500,1510,1512,1514,1516,1531,1533,1535,1537,1539,1541,1554,1556,1558,1560,1562,1564,1566,1568,1570,1572,1574,1576,1578,1580,1582,1584,1586,1588,1590,1592,1594,1596,1598,1600,1602,1604,1614,1616,1618,1620,1622,1624,1633,1635,1637,1639,1641,1643,1645,1647,1649,1651,1653,1662,1664,1673,1675,1679,1683,1687,1691],{"id":541,"data":1483,"type":544},{"text":543},{"id":546,"data":1485,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1487,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1489,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1491,"type":568},{"text":567,"level":47},{"id":570,"data":1493,"type":544},{"text":572},{"id":574,"data":1495,"type":544},{"text":576},{"id":578,"data":1497,"type":544},{"text":580},{"id":582,"data":1499,"type":568},{"text":584,"level":47},{"id":586,"data":1501,"type":612},{"steps":1502,"title":610,"orientation":611},[1503,1504,1505,1506,1507,1508,1509],{"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":1511,"type":551},{"body":616,"title":617,"variant":618},{"id":620,"data":1513,"type":568},{"text":622,"level":47},{"id":624,"data":1515,"type":544},{"text":626},{"id":628,"data":1517,"type":671},{"rows":1518,"title":659,"layout":660,"columns":1527},[1519,1521,1523,1525],{"id":632,"label":633,"values":1520},{"next":635,"result":636,"meaning":637},{"id":639,"label":640,"values":1522},{"next":642,"result":643,"meaning":644},{"id":646,"label":647,"values":1524},{"next":649,"result":650,"meaning":651},{"id":653,"label":654,"values":1526},{"next":656,"result":657,"meaning":658},[1528,1529,1530],{"id":663,"label":664},{"id":666,"label":667},{"id":669,"label":670},{"id":673,"data":1532,"type":568},{"text":675,"level":47},{"id":677,"data":1534,"type":544},{"text":679},{"id":681,"data":1536,"type":544},{"text":683},{"id":685,"data":1538,"type":544},{"text":687},{"id":689,"data":1540,"type":568},{"text":691,"level":47},{"id":693,"data":1542,"type":660},{"content":1543,"stretched":736,"withHeadings":15},[1544,1545,1546,1547,1548,1549,1550,1551,1552,1553],[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":1555,"type":551},{"body":740,"title":741,"variant":742},{"id":744,"data":1557,"type":568},{"text":746,"level":47},{"id":748,"data":1559,"type":544},{"text":750},{"id":752,"data":1561,"type":544},{"text":754},{"id":756,"data":1563,"type":544},{"text":758},{"id":760,"data":1565,"type":568},{"text":762,"level":47},{"id":764,"data":1567,"type":544},{"text":766},{"id":768,"data":1569,"type":544},{"text":770},{"id":772,"data":1571,"type":568},{"text":774,"level":47},{"id":776,"data":1573,"type":544},{"text":778},{"id":780,"data":1575,"type":544},{"text":782},{"id":784,"data":1577,"type":544},{"text":786},{"id":788,"data":1579,"type":568},{"text":790,"level":47},{"id":792,"data":1581,"type":544},{"text":794},{"id":796,"data":1583,"type":544},{"text":798},{"id":800,"data":1585,"type":544},{"text":802},{"id":804,"data":1587,"type":568},{"text":806,"level":47},{"id":808,"data":1589,"type":544},{"text":810},{"id":812,"data":1591,"type":544},{"text":814},{"id":816,"data":1593,"type":544},{"text":818},{"id":820,"data":1595,"type":568},{"text":822,"level":47},{"id":824,"data":1597,"type":544},{"text":826},{"id":828,"data":1599,"type":544},{"text":830},{"id":832,"data":1601,"type":544},{"text":834},{"id":836,"data":1603,"type":568},{"text":838,"level":47},{"id":840,"data":1605,"type":612},{"steps":1606,"title":864,"orientation":611},[1607,1608,1609,1610,1611,1612,1613],{"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":1615,"type":568},{"text":868,"level":47},{"id":870,"data":1617,"type":544},{"text":872},{"id":874,"data":1619,"type":544},{"text":876},{"id":878,"data":1621,"type":544},{"text":880},{"id":882,"data":1623,"type":568},{"text":884,"level":47},{"id":886,"data":1625,"type":612},{"steps":1626,"title":907,"orientation":611},[1627,1628,1629,1630,1631,1632],{"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":1634,"type":568},{"text":911,"level":47},{"id":913,"data":1636,"type":544},{"text":915},{"id":917,"data":1638,"type":544},{"text":919},{"id":921,"data":1640,"type":568},{"text":923,"level":47},{"id":925,"data":1642,"type":544},{"text":927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Ovaj vodič objašnjava kako IO utiče na seckanje i šta prvo promeniti.","2026-02-19T11:00:00.000Z",{"id":1705,"slug":1706,"title":1707,"excerpt":1708,"featuredImage":1709,"publishedAt":1710},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","Iskorišćenost VRAM-a nije zahtev za VRAM-om: Zašto pun memetar ne govori celu priču","Videti 7,8 GB iskorišćeno na grafičkoj kartici od 8 GB može izgledati kao dokaz da je igri ponestalo VRAM-a. Nije tako jednostavno. Ovaj vodič objašnjava kapacitet VRAM-a, budžete rezidentnosti, radne skupove, deljenu memoriju i kako utvrditi da li pritisak na memoriju zaista izaziva seckanje.","\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":1712,"slug":1713,"title":1714,"excerpt":1715,"featuredImage":1716,"publishedAt":1717},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Zašto se PC igre seckaju prilikom kompajliranja šejdera — i kako napredna isporuka šejdera to menja","Do zastojâ u rada šadera dolazi kada PC igra mora da kompajlira GPU programe u pogrešnom trenutku. Microsoft Advanced Shader Delivery premešta veliki deo tog posla sa igračevog računara tako što unapred priprema šadere prilagođene hardveru i isporučuje ih uz igru.","\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":1719,"slug":1720,"title":1721,"excerpt":1722,"featuredImage":1723,"publishedAt":1724},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression nije nadogradnja: Kako AI može da razmeni memoriju tekstura za GPU računanje","NVIDIA RTX Neural Texture Compression menja način na koji se materijali u igrama mogu čuvati. Umesto da se svaki kanal teksture čuva samo kao konvencionalni tekseli, materijal može biti komprimovan u kompaktne latentne podatke i mali neuronski dekoder, a zatim rekonstruisan od strane GPU-a kada je potrebno.","\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":1726,"slug":1727,"title":1728,"excerpt":1729,"featuredImage":14,"publishedAt":1730},"180","router-checklist-v2-the-12-settings-that-prevent-lag-spikes","Kontrolna lista za ruter v2: 12 podešavanja koja sprečavaju skokove laga","Većina skokova laga potiče od opterećenja i nestabilnosti, a ne od ‘lošeg pinga’. Koristite ovu kontrolnu listu za ruter da biste stabilizovali latenciju pod opterećenjem pre kupovine nove opreme.","2026-02-20T16:00:00.000Z",{"id":1732,"slug":1733,"title":1734,"excerpt":1735,"featuredImage":14,"publishedAt":1736},"246","router-checklist-for-gaming-the-settings-that-actually-matter","Kontrolna lista za ruter za gejming: Podešavanja koja su zaista bitna","Većina podešavanja rutera ne pomaže. Ova podešavanja pomažu: upravljanje redovima čekanja pod opterećenjem, stabilno Wi-Fi ponašanje i izbegavanje funkcija koje dodaju kašnjenje ili nestabilnost.","2026-02-21T01:30:00.000Z",{"id":1738,"slug":1739,"title":1740,"excerpt":1741,"featuredImage":1742,"publishedAt":1743},"449","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","DirectStorage 1.4 ne čini da vaš SSD dekompresuje igre: Šta Zstd i GPU dekompresija zapravo rade","DirectStorage 1.4 dodaje Zstandard kompresiju, GPU dekompresiju i novu biblioteku Game Asset Conditioning Library, ali SSD je i dalje samo jedan deo pipeline-a za učitavanje. Ovaj vodič objašnjava šta zapravo rade SSD, DirectStorage, CPU, GPU i sam engine igre.","\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":1745,"slug":1746,"title":1747,"excerpt":1748,"featuredImage":14,"publishedAt":1749},"217","nvidia-reflex-basics-when-it-helps-and-when-it-does-nothing","NVIDIA Reflex osnove: Kada pomaže (i kada ne radi ništa)","Reflex smanjuje kašnjenje reda za renderovanje kada je igra ograničena GPU-om i stabilna. Saznajte praktične uslove u kojima pomaže i zamke koje ga čine besmislenim.","2026-02-20T21:00:00.000Z",{"id":1751,"slug":1752,"title":1753,"excerpt":1754,"featuredImage":14,"publishedAt":1755},"213","hdr-vs-sdr-decision-matrix-when-hdr-helps-and-when-sdr-wins","HDR vs SDR matrica odlučivanja: Kada HDR pomaže, a kada SDR pobeđuje","HDR nije uvek bolji. Koristite ovu jednostavnu matricu odlučivanja da izaberete HDR ili SDR po igri na osnovu čitljivosti, stabilnosti i stvarnog ponašanja vašeg ekrana.","2026-02-21T05:20:00.000Z","fallback",[],[]]