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reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":532,"message":1703},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1055,"featuredImage":1056,"featuredImageAlt":1057,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":736,"status":1058,"publishedAt":1059,"createdAt":1060,"updatedAt":1061,"seoLocalePaths":1062,"categories":1071,"author":1084,"translations":1088},"440","降低了图形设置但帧率没有提升？你很可能调错了瓶颈。","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","\u003Cp>你降低了阴影、纹理、特效甚至分辨率，但帧率几乎没有变化。这并不一定意味着设置坏了。这通常意味着你更改的设置并没有给当前限制性能的组件带来压力。\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\">直接回答\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>如果降低图形设置不能提高帧率，游戏可能不是受GPU限制。\u003C\u002Fstrong> CPU、游戏模拟、绘制调用提交、资源流送、内存压力、帧率上限或其他管线限制都可能阻止GPU产生更多帧。正确的修复方法取决于帧的哪一部分实际上变慢了。\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\">本文使用的模型\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">下面的瓶颈响应测试和设置敏感性映射是实用的Figure Rocks诊断模型。它们不是正式的Intel、NVIDIA或引擎供应商标准。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"目录\">\u003Cstrong class=\"editorjs-toc__title\">目录\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\">图形预设不是通用的性能旋钮\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">瓶颈响应测试\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">为什么降低分辨率是如此有用的测试\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">CPU受限并不意味着“CPU占用100%”\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">设置敏感度地图\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-22\" class=\"editorjs-toc__link\">低GPU利用率可能是症状，而不是病因\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">为什么更高的GPU利用率并不总是目标\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">帧率上限可能让设置看起来无效\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">为什么DLSS、FSR或降低渲染比例有时几乎不起作用\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">帧生成是一种特殊情况\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-41\" class=\"editorjs-toc__link\">响应性和 FPS 不是同一种测量\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">错误瓶颈诊断\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">不要仅从设置菜单进行优化\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-51\" class=\"editorjs-toc__link\">实用的调优顺序\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">什么会改变这个答案？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-56\" class=\"editorjs-toc__link\">局限性\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">结论\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">常见问题\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">术语表\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">主要来源\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">图形预设不是通用的性能旋钮\u003C\u002Fh2>\n\u003Cp>图形菜单将许多不同的工作负载分组在一个屏幕下。有些设置主要增加GPU工作。其他设置增加CPU工作、内存流量、资源流送或两者兼有。\u003C\u002Fp>\n\u003Cp>降低分辨率就是一个很好的例子。它通常减少GPU必须着色的像素数量。如果GPU是限制组件，帧率可以大幅上升。如果CPU准备每一帧的时间已经比GPU渲染它的时间更长，减少像素工作可能使最终帧率几乎不变。\u003C\u002Fp>\n\u003Cp>Intel自己的CPU\u002FGPU瓶颈指南明确指出了这一区别：降低分辨率可以释放GPU资源，而绘制距离等设置可以影响CPU性能。效果取决于场景和工作负载，而不是单一的通用“低预设=更快”规则。\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">瓶颈响应测试\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">将设置更改用作诊断实验\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. 记录可重复的基线\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用相同的存档、场景、路线或基准测试，并记录帧率和帧时间行为。\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. 做一个大的GPU导向更改\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">降低分辨率或其他明显GPU繁重的设置，足以使差异可测量。\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. 测量响应\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">如果帧率显著上升，GPU工作对限制有贡献。如果帧率几乎不变，则要超越原始GPU渲染负载来看。\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. 检查CPU\u002FGPU时序\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用时序或利用率工具查看GPU在帧的大部分时间是否忙碌，还是在等待上游工作。\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. 测试CPU敏感设置\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">人群密度、模拟、绘制距离、对象数量或类似设置在某些游戏中可能影响CPU侧工作。\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. 检查非渲染限制\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">帧率上限、垂直同步、流送、内存压力、后台工作和游戏引擎限制可能使扩展性变平。\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. 在相同条件下重复\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">有用的诊断依赖于可比较的运行，而不是两个不相关的游戏时刻。\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\">有用的规则\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">设置更改不仅仅是优化。它是一个\u003Cstrong>探针\u003C\u002Fstrong>。帧率响应的方式告诉你一些关于瓶颈的信息。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">为什么降低分辨率是如此有用的测试\u003C\u002Fh2>\n\u003Cp>分辨率改变GPU执行的像素工作量。这使其成为区分强烈GPU限制情况与其他地方限制情况的最清晰的首批测试之一。\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">大的分辨率变化可以告诉你什么\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\">观察到的结果\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\">可能的解释\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\">下一步\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\">帧率大幅增加\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\">帧率小幅增加\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\">混合响应\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\">在固定上限下无响应\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">FPS stays exactly at the same ceiling\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">A frame cap, V-Sync limit or engine cap may be active\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Identify the limiter before changing quality settings further\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-15\">CPU受限并不意味着“CPU占用100%”\u003C\u002Fh2>\n\u003Cp>一个常见的错误是查看总CPU利用率，并因为显示40%或60%而得出结论CPU不可能是瓶颈。\u003C\u002Fp>\n\u003Cp>游戏不一定将其最重要的帧工作完美地分配到每个核心上。一个或几个关键线程可以决定何时提交下一帧，即使其他核心仍然不那么忙。\u003C\u002Fp>\n\u003Cp>Intel建议进行CPU\u002FGPU平衡分析，而不是依赖一个利用率百分比。PresentMon的GPU Busy指标专门设计用于帮助评估GPU在帧间隔中实际执行工作的时间比例。\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">设置敏感度地图\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\">设置类别\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">通常压力点\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">为什么FPS可能响应或不响应\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">分辨率 \u002F 渲染比例\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">主要是GPU像素工作量\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU受限时响应大；CPU受限时响应小\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">光线追踪 \u002F 重光照\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\">降低时可大幅减少GPU帧时间\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">阴影\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU，有时CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">取决于阴影距离、对象数量和引擎实现\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">绘制距离 \u002F 对象距离\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\">更多对象会增加提交、模拟和渲染工作\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">人群 \u002F NPC密度\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">通常是CPU + GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">AI、动画和模拟会增加CPU侧开销\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">纹理\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">更多是VRAM \u002F 内存带宽而非纯计算\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">可能影响卡顿或内存压力，但平均FPS变化不大\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">效果 \u002F 体积效果\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">主要是GPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">当GPU执行时间高时通常有用\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">物理 \u002F 模拟质量\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">通常是CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">即使在低分辨率下也可能开销很大\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">超分辨率\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU工作量和图像管线\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">主要在GPU侧渲染成本显著时有用\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\">这些是趋势，不是通用规则\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">设置名称并不能保证开销发生在哪里。引擎对阴影、人群、流式加载、物理和可见性的实现各不相同。请实际测量游戏。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-22\">低GPU利用率可能是症状，而不是病因\u003C\u002Fh2>\n\u003Cp>如果GPU在等待CPU或管线中的其他上游部分，即使帧率很低，GPU利用率也可能下降。\u003C\u002Fp>\n\u003Cp>Intel将这种一般模式描述为瓶颈：一个组件限制了另一个组件发挥其潜力。其开发者指南也展示了CPU受限的场景，即GPU在等待CPU工作时处于空闲状态。\u003C\u002Fp>\n\u003Cp>这并不意味着每个70%的GPU读数都证明存在CPU瓶颈。帧率上限、加载、菜单、电源管理、遥测行为和场景切换都可能影响利用率。计时是比单一百分比更强的证据。\u003C\u002Fp>\n\u003Ch2 id=\"section-26\">为什么更高的GPU利用率并不总是目标\u003C\u002Fh2>\n\u003Cp>当目标是最大图像质量或吞吐量时，GPU利用率达到99%可能完全正常。当帧率被限制或游戏有意留出余量时，GPU低于99%也可能完全正常。\u003C\u002Fp>\n\u003Cp>有用的问题不是“我如何强制GPU达到100%？”而是“是什么阻止了帧更快完成，我真的需要它更快完成吗？”\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">帧率上限可能让设置看起来无效\u003C\u002Fh2>\n\u003Cp>如果游戏被限制在120 FPS并且已经达到120 FPS，降低图形设置无法使显示的帧率超过该上限。\u003C\u002Fp>\n\u003Cp>额外的余量可能仍然重要：即使FPS计数器保持不变，GPU负载、功耗、风扇噪音或延迟行为也可能发生变化。\u003C\u002Fp>\n\u003Cp>在将不变的FPS视为CPU瓶颈的证据之前，请检查游戏限制器、驱动限制器、垂直同步行为或其他呈现限制是否将帧率固定在某个上限。\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">为什么DLSS、FSR或降低渲染比例有时几乎不起作用\u003C\u002Fh2>\n\u003Cp>超分辨率技术降低了部分渲染工作量的分辨率，并重建最终图像。当像素渲染开销很大时，这非常有用。\u003C\u002Fp>\n\u003Cp>但如果CPU或模拟已经决定了帧间隔，减少GPU像素工作可能不会显著提高基础渲染帧率。\u003C\u002Fp>\n\u003Cp>这就是为什么游戏在原生分辨率和低得多的内部渲染分辨率下可能显示几乎相同的FPS。GPU获得了空闲容量，但由于另一个依赖项更慢，下一帧仍然无法更早开始或完成。\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">帧生成是一种特殊情况\u003C\u002Fh2>\n\u003Cp>帧生成使通常的 FPS 解读变得复杂，因为生成的帧可以增加显示的帧输出，而无需 CPU 模拟每一个生成的帧。\u003C\u002Fp>\n\u003Cp>NVIDIA 明确将此记录为 DLSS 帧生成可以在 CPU 受限场景中提高显示帧率的原因之一。这并不意味着原始的 CPU 瓶颈消失了；这意味着呈现管线可以产生超出 CPU 原生模拟\u002F渲染提交速率的额外帧。\u003C\u002Fp>\n\u003Cp>对于诊断，应将基础渲染性能、生成帧输出和输入延迟分开考虑，而不是将单个 FPS 计数器视为整个系统。\u003C\u002Fp>\n\u003Ch2 id=\"section-41\">响应性和 FPS 不是同一种测量\u003C\u002Fh2>\n\u003Cp>CPU 或 GPU 瓶颈对延迟的影响也不同。NVIDIA Reflex 文档将延迟管线分为多个阶段，包括输入、模拟、渲染提交、驱动程序、渲染队列和 GPU 渲染。\u003C\u002Fp>\n\u003Cp>这很有用，因为图形更改可以改善 GPU 渲染时间，而模拟或 CPU 提交时间几乎不变。\u003C\u002Fp>\n\u003Cp>因此，正确的问题可能不是“FPS 上升了吗？”，而是“我关心的管线部分变快了吗？”\u003C\u002Fp>\n\u003Ch2 id=\"section-45\">错误瓶颈诊断\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">当低设置和超高设置性能几乎相同时\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. 检查上限\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">确认 FPS 没有被游戏、驱动程序、垂直同步或外部限制器限制。\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. 大幅降低分辨率\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用足够大的变化以产生明显的 GPU 工作差异。\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. 比较平均帧和帧时间\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">吞吐量响应小表明主要限制在其他地方。\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. 比较 GPU Busy 与帧时间\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">GPU 在帧的大部分时间忙碌表明 GPU 压力；显著空闲时间指向更上游。\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. 测试 CPU 敏感选项\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">在游戏提供的情况下，减少绘制距离、人群、模拟或对象密集型设置。\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. 观察内存和流式加载\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">即使平均 GPU 计算负载下降，卡顿也可能因 VRAM\u002FRAM 压力或资源流式加载而持续。\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. 一次只更改一类工作负载\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">否则你无法判断哪个更改实际影响了瓶颈。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-47\">不要仅从设置菜单进行优化\u003C\u002Fh2>\n\u003Cp>图形预设是为可用性设计的，而不是为了暴露引擎的性能架构。\u003C\u002Fp>\n\u003Cp>“中”预设可能同时更改十个不相关的变量。如果性能提高，你仍然不知道哪个更改起了作用。如果没有提高，一个 CPU 密集型或流式加载密集型选项可能仍然占主导。\u003C\u002Fp>\n\u003Cp>对于故障排除，单独更改较慢但信息量大得多。\u003C\u002Fp>\n\u003Ch2 id=\"section-51\">实用的调优顺序\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">调优瓶颈而不是标签\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\">基线\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用当前设置捕获问题场景。\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\">确定 GPU 敏感性\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">更改分辨率\u002F渲染比例或其他强 GPU 设置。\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\">确定 CPU 敏感性\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">在可用时更改人口、绘制距离、模拟或其他 CPU 相关设置。\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\">检查内存压力\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">观察 VRAM\u002FRAM 行为以及卡顿是否与新区域或资源加载相关。\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\">检查节奏和限制\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">查看帧率上限、垂直同步、VRR 和帧时间一致性。\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\">应用最便宜的视觉权衡\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">一旦知道瓶颈，就减少以最少视觉成本换取最多性能的设置。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-53\">什么会改变这个答案？\u003C\u002Fh2>\n\u003Cp>确切的瓶颈可能因场景而异。室内走廊可能是 GPU 受限，而密集的城市或策略战斗可能变为 CPU 受限。因此，诊断应针对实际导致性能问题的工作负载。\u003C\u002Fp>\n\u003Cp>帧生成、动态分辨率、引擎级自适应画质以及未来的调度系统也可能使简单的FPS缩放变得不那么直观。核心方法仍然成立：改变一个工作负载，观察响应，并确定哪个阶段停止了改善。\u003C\u002Fp>\n\u003Ch2 id=\"section-56\">局限性\u003C\u002Fh2>\n\u003Cp>本文提供了一个诊断框架，而不是将每个图形设置普遍映射到CPU或GPU成本。引擎架构决定了实际的工作负载。\u003C\u002Fp>\n\u003Cp>仅凭利用率百分比无法证明瓶颈。时序追踪、可重复测试以及对受控设置更改的响应提供了更有力的证据。\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">结论\u003C\u002Fh2>\n\u003Cp>如果低画质和超高画质提供的FPS几乎相同，不要继续随机降低设置。\u003C\u002Fp>\n\u003Cp>将缺乏缩放作为证据。测试分辨率，检查CPU\u002FGPU时序，检查帧率上限，然后针对影响限制性工作负载的设置进行调整。一旦你不再问“哪个设置开销大？”而是开始问“哪个组件阻止了下一帧更快完成？”，性能调优就会变得容易得多。\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">常见问题\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\">图形设置、CPU瓶颈和低GPU使用率\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\">为什么降低图形设置没有提高我的FPS？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">因为GPU可能不是限制帧率的组件。CPU工作、模拟、流式加载、帧率上限或其他管道约束可能决定了帧间隔。\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\">为什么1080p和1440p给我的FPS几乎相同？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">微小的差异可能表明像素渲染在该场景中不是主要限制。测试CPU\u002FGPU时序并确认没有激活帧率上限。\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\">低GPU使用率总是意味着CPU瓶颈吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">不。它也可能由帧率上限、加载、菜单、电源行为或其他限制引起。使用时序数据和受控测试，而不是单一的使用率数字。\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\">当总CPU使用率低于100%时，游戏可能是CPU受限的吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">是的。关键游戏工作可能依赖于一个或几个线程，而其他核心的利用率较低。\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\">哪些图形设置影响CPU？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">因引擎而异，但绘制距离、对象数量、人群、模拟、物理和一些阴影系统可能增加CPU侧的工作。\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\">为什么在某些游戏中升级分辨率没有提高FPS？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">升级分辨率主要减少GPU渲染工作负载。如果CPU或其他阶段已经限制了帧生成，减少像素工作可能只会产生很少的额外基础FPS。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-64\">术语表\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\">关键瓶颈术语\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受限\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">一种性能状态，其中CPU侧的工作或提交阻止了帧更快地生成，即使GPU有额外的容量。\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受限\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">一种性能状态，其中GPU执行消耗了帧预算的限制部分。\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\">缩放响应\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">通过改变工作负载（如分辨率或图形质量）产生的性能变化。\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忙碌\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Intel PresentMon的一个指标，有助于将GPU执行时间与总帧时序进行比较，以评估CPU\u002FGPU平衡。\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\">瓶颈响应测试\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks的一种方法，使用受控设置更改和时序测量来确定哪个工作负载限制了性能。\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\">设置敏感度图\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks的一种规划模型，根据游戏设置通常影响的CPU、GPU、内存或流式工作类型对它们进行分组。\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-66\">主要来源\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 — 定位并解决CPU-GPU瓶颈\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Intel官方关于CPU\u002FGPU不平衡、场景相关瓶颈以及分辨率和绘制距离设置如何影响不同工作负载的指南。\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\">Intel官方性能监控工具，具有GPU忙碌、CPU\u002FGPU平衡、实时图表、百分位数和遥测功能。\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开发者 — Reflex SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">NVIDIA官方文档，分离延迟阶段并描述渲染队列和CPU\u002FGPU时序行为。\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技术博客 — CPU线程与游戏性能\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">NVIDIA官方开发者对CPU受限游戏工作负载、线程调度和CPU侧性能约束的分析。\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科学 \u002F DLSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">NVIDIA官方技术材料，解释CPU受限游戏行为以及为什么帧生成可以在不需要CPU渲染每个生成帧的情况下提高显示的FPS。\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1054},1790375320097,[540,545,552,558,564,569,573,577,581,585,613,619,623,627,672,676,680,684,688,692,737,743,747,751,755,759,763,767,771,775,779,783,787,791,795,799,803,807,811,815,819,823,827,831,835,839,865,869,873,877,881,885,908,912,916,920,924,928,932,936,940,944,948,977,981,1009,1013,1022,1030,1038,1046],{"id":541,"data":542,"type":544},"intro",{"text":543},"你降低了阴影、纹理、特效甚至分辨率，但帧率几乎没有变化。这并不一定意味着设置坏了。这通常意味着你更改的设置并没有给当前限制性能的组件带来压力。","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>如果降低图形设置不能提高帧率，游戏可能不是受GPU限制。\u003C\u002Fstrong> CPU、游戏模拟、绘制调用提交、资源流送、内存压力、帧率上限或其他管线限制都可能阻止GPU产生更多帧。正确的修复方法取决于帧的哪一部分实际上变慢了。","直接回答","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"下面的瓶颈响应测试和设置敏感性映射是实用的Figure Rocks诊断模型。它们不是正式的Intel、NVIDIA或引擎供应商标准。","本文使用的模型","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"目录",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-preset",{"text":567,"level":47},"图形预设不是通用的性能旋钮","header",{"id":570,"data":571,"type":544},"p-preset-1",{"text":572},"图形菜单将许多不同的工作负载分组在一个屏幕下。有些设置主要增加GPU工作。其他设置增加CPU工作、内存流量、资源流送或两者兼有。",{"id":574,"data":575,"type":544},"p-preset-2",{"text":576},"降低分辨率就是一个很好的例子。它通常减少GPU必须着色的像素数量。如果GPU是限制组件，帧率可以大幅上升。如果CPU准备每一帧的时间已经比GPU渲染它的时间更长，减少像素工作可能使最终帧率几乎不变。",{"id":578,"data":579,"type":544},"p-preset-3",{"text":580},"Intel自己的CPU\u002FGPU瓶颈指南明确指出了这一区别：降低分辨率可以释放GPU资源，而绘制距离等设置可以影响CPU性能。效果取决于场景和工作负载，而不是单一的通用“低预设=更快”规则。",{"id":582,"data":583,"type":568},"h-test",{"text":584,"level":47},"瓶颈响应测试",{"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. 记录可重复的基线","使用相同的存档、场景、路线或基准测试，并记录帧率和帧时间行为。",{"label":593,"description":594},"2. 做一个大的GPU导向更改","降低分辨率或其他明显GPU繁重的设置，足以使差异可测量。",{"label":596,"description":597},"3. 测量响应","如果帧率显著上升，GPU工作对限制有贡献。如果帧率几乎不变，则要超越原始GPU渲染负载来看。",{"label":599,"description":600},"4. 检查CPU\u002FGPU时序","使用时序或利用率工具查看GPU在帧的大部分时间是否忙碌，还是在等待上游工作。",{"label":602,"description":603},"5. 测试CPU敏感设置","人群密度、模拟、绘制距离、对象数量或类似设置在某些游戏中可能影响CPU侧工作。",{"label":605,"description":606},"6. 检查非渲染限制","帧率上限、垂直同步、流送、内存压力、后台工作和游戏引擎限制可能使扩展性变平。",{"label":608,"description":609},"7. 在相同条件下重复","有用的诊断依赖于可比较的运行，而不是两个不相关的游戏时刻。","将设置更改用作诊断实验","auto","processFlow",{"id":614,"data":615,"type":551},"probe-rule",{"body":616,"title":617,"variant":618},"设置更改不仅仅是优化。它是一个\u003Cstrong>探针\u003C\u002Fstrong>。帧率响应的方式告诉你一些关于瓶颈的信息。","有用的规则","success",{"id":620,"data":621,"type":568},"h-resolution",{"text":622,"level":47},"为什么降低分辨率是如此有用的测试",{"id":624,"data":625,"type":544},"p-res-1",{"text":626},"分辨率改变GPU执行的像素工作量。这使其成为区分强烈GPU限制情况与其他地方限制情况的最清晰的首批测试之一。",{"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","帧率大幅增加",{"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","帧率小幅增加",{"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","混合响应",{"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","在固定上限下无响应",{"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 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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":1093,"blocks":1094,"version":1485},1790374969926,[1095,1098,1102,1106,1109,1112,1115,1118,1121,1124,1149,1153,1156,1159,1182,1185,1188,1191,1194,1197,1238,1242,1245,1248,1251,1254,1257,1260,1263,1266,1269,1272,1275,1278,1281,1284,1287,1290,1293,1296,1299,1302,1305,1308,1311,1314,1339,1342,1345,1348,1351,1354,1376,1379,1382,1385,1388,1391,1394,1397,1400,1403,1406,1428,1431,1453,1456,1462,1467,1473,1479],{"id":541,"data":1096,"type":544},{"text":1097},"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":1099,"type":551},{"body":1100,"title":1101,"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":1103,"type":551},{"body":1104,"title":1105,"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":1107,"type":563},{"title":1108,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1110,"type":568},{"text":1111,"level":47},"A graphics preset is not a universal performance knob",{"id":570,"data":1113,"type":544},{"text":1114},"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":1116,"type":544},{"text":1117},"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":1119,"type":544},{"text":1120},"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":1122,"type":568},{"text":1123,"level":47},"The Bottleneck Response Test",{"id":586,"data":1125,"type":612},{"steps":1126,"title":1148,"orientation":611},[1127,1130,1133,1136,1139,1142,1145],{"label":1128,"description":1129},"1. Record a repeatable baseline","Use the same save, scene, route or benchmark and record FPS plus frame-time behavior.",{"label":1131,"description":1132},"2. Make one large GPU-oriented change","Drop resolution or another clearly GPU-heavy setting enough that the difference should be measurable.",{"label":1134,"description":1135},"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":1137,"description":1138},"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":1140,"description":1141},"5. Test CPU-sensitive settings","Crowd density, simulation, draw distance, object count or similar settings may affect CPU-side work in some games.",{"label":1143,"description":1144},"6. Check non-render limits","Frame caps, V-Sync, streaming, memory pressure, background work and game-engine limits can flatten scaling.",{"label":1146,"description":1147},"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":1150,"type":551},{"body":1151,"title":1152,"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":1154,"type":568},{"text":1155,"level":47},"Why lowering resolution is such a useful test",{"id":624,"data":1157,"type":544},{"text":1158},"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":1160,"type":671},{"rows":1161,"title":1174,"layout":660,"columns":1175},[1162,1165,1168,1171],{"id":632,"label":1163,"values":1164},"Large FPS increase",{"next":635,"result":636,"meaning":637},{"id":639,"label":1166,"values":1167},"Small FPS increase",{"next":642,"result":643,"meaning":644},{"id":646,"label":1169,"values":1170},"Mixed response",{"next":649,"result":650,"meaning":651},{"id":653,"label":1172,"values":1173},"No response at a fixed ceiling",{"next":656,"result":657,"meaning":658},"What a large resolution change can tell you",[1176,1178,1180],{"id":663,"label":1177},"Observed result",{"id":666,"label":1179},"Likely interpretation",{"id":669,"label":1181},"Next step",{"id":673,"data":1183,"type":568},{"text":1184,"level":47},"CPU-bound does not mean “the CPU is at 100%”",{"id":677,"data":1186,"type":544},{"text":1187},"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":1189,"type":544},{"text":1190},"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":1192,"type":544},{"text":1193},"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":1195,"type":568},{"text":1196,"level":47},"The Setting Sensitivity Map",{"id":693,"data":1198,"type":660},{"content":1199,"stretched":736,"withHeadings":15},[1200,1204,1208,1211,1215,1218,1222,1226,1230,1234],[1201,1202,1203],"Setting class","Often stresses","Why FPS may or may not respond",[1205,1206,1207],"Resolution \u002F render scale","Mostly GPU pixel workload","Large response when GPU-limited; little response when CPU-limited",[1209,706,1210],"Ray tracing \u002F heavy lighting","Can strongly reduce GPU frame time when lowered",[1212,1213,1214],"Shadows","GPU, sometimes CPU","Depends on shadow distance, object count and engine implementation",[1216,714,1217],"Draw distance \u002F object distance","More objects can increase submission, simulation and rendering work",[1219,1220,1221],"Crowd \u002F NPC density","Often CPU + GPU","AI, animation and simulation can increase CPU-side cost",[1223,1224,1225],"Textures","VRAM \u002F memory bandwidth more than pure compute","May affect stutter or memory pressure without large average-FPS changes",[1227,1228,1229],"Effects \u002F volumetrics","Mostly GPU","Often useful when GPU execution time is high",[1231,1232,1233],"Physics \u002F simulation quality","Often CPU","Can remain expensive even at low resolution",[1235,1236,1237],"Upscaling","GPU workload and image pipeline","Useful mainly when GPU-side rendering cost is significant",{"id":738,"data":1239,"type":551},{"body":1240,"title":1241,"variant":742},"A setting name does not guarantee where the cost occurs. Engines implement shadows, crowds, streaming, physics and visibility differently. Measure the actual game.","These are tendencies, not universal rules",{"id":744,"data":1243,"type":568},{"text":1244,"level":47},"Low GPU utilization can be a symptom, not the disease",{"id":748,"data":1246,"type":544},{"text":1247},"If the GPU is waiting for the CPU or another upstream part of the pipeline, GPU utilization can fall even though the frame rate is low.",{"id":752,"data":1249,"type":544},{"text":1250},"Intel describes this general pattern as a bottleneck: one component limits another component's ability to reach its potential. Its developer guidance also shows CPU-bound scenarios in which the GPU is idle while waiting for CPU work.",{"id":756,"data":1252,"type":544},{"text":1253},"That does not mean every 70-percent GPU reading proves a CPU bottleneck. Frame caps, loading, menus, power management, telemetry behavior and scene transitions can all affect utilization. Timing is stronger evidence than a single percentage.",{"id":760,"data":1255,"type":568},{"text":1256,"level":47},"Why higher GPU utilization is not always the goal",{"id":764,"data":1258,"type":544},{"text":1259},"A GPU at 99 percent utilization can be perfectly normal when the goal is maximum image quality or throughput. A GPU below 99 percent can also be perfectly normal when the frame rate is capped or the game is intentionally leaving headroom.",{"id":768,"data":1261,"type":544},{"text":1262},"The useful question is not “How do I force 100% GPU?” It is “What is preventing the frame from completing sooner, and do I actually need it to complete sooner?”",{"id":772,"data":1264,"type":568},{"text":1265,"level":47},"Frame caps can make settings look ineffective",{"id":776,"data":1267,"type":544},{"text":1268},"If a game is capped at 120 FPS and already reaches 120 FPS, lowering graphics settings cannot make the displayed frame rate rise above that cap.",{"id":780,"data":1270,"type":544},{"text":1271},"The extra headroom may still matter: GPU load, power consumption, fan noise or latency behavior can change even though the FPS counter remains fixed.",{"id":784,"data":1273,"type":544},{"text":1274},"Before treating unchanged FPS as evidence of a CPU bottleneck, check whether a game limiter, driver limiter, V-Sync behavior or another presentation limit is holding the rate at a fixed ceiling.",{"id":788,"data":1276,"type":568},{"text":1277,"level":47},"Why DLSS, FSR or lower render scale sometimes do almost nothing",{"id":792,"data":1279,"type":544},{"text":1280},"Upscaling technologies reduce the resolution of part of the rendering workload and reconstruct the final image. That is highly useful when pixel rendering is expensive.",{"id":796,"data":1282,"type":544},{"text":1283},"But if the CPU or simulation already determines the frame interval, reducing GPU pixel work may not meaningfully increase the base rendered frame rate.",{"id":800,"data":1285,"type":544},{"text":1286},"This is why a game can show almost the same FPS at native resolution and at a much lower internal render resolution. The GPU received spare capacity, but the next frame still cannot start or finish sooner because another dependency is slower.",{"id":804,"data":1288,"type":568},{"text":1289,"level":47},"Frame Generation is a special case",{"id":808,"data":1291,"type":544},{"text":1292},"Frame Generation complicates the usual FPS interpretation because generated frames can increase displayed frame output without requiring the CPU to simulate every generated frame.",{"id":812,"data":1294,"type":544},{"text":1295},"NVIDIA explicitly documents this as one of the reasons DLSS Frame Generation can raise displayed frame rate in CPU-limited scenarios. That does not mean the original CPU bottleneck disappeared; it means the presentation pipeline can produce additional frames beyond the CPU's native simulation\u002Frender submission rate.",{"id":816,"data":1297,"type":544},{"text":1298},"For diagnosis, separate base rendered performance, generated-frame output and input latency instead of treating one FPS counter as the whole system.",{"id":820,"data":1300,"type":568},{"text":1301,"level":47},"Responsiveness and FPS are not the same measurement",{"id":824,"data":1303,"type":544},{"text":1304},"A CPU or GPU bottleneck also affects latency differently. NVIDIA Reflex documentation separates the latency pipeline into stages including input, simulation, render submission, driver, render queue and GPU rendering.",{"id":828,"data":1306,"type":544},{"text":1307},"That is useful because a graphics change can improve GPU render time while leaving simulation or CPU submission time almost unchanged.",{"id":832,"data":1309,"type":544},{"text":1310},"So the correct question may not be “Did FPS rise?” but “Did the part of the pipeline I care about get faster?”",{"id":836,"data":1312,"type":568},{"text":1313,"level":47},"The Wrong-Bottleneck Diagnostic",{"id":840,"data":1315,"type":612},{"steps":1316,"title":1338,"orientation":611},[1317,1320,1323,1326,1329,1332,1335],{"label":1318,"description":1319},"1. Check the cap","Confirm that FPS is not being held by a game, driver, V-Sync or external limiter.",{"label":1321,"description":1322},"2. Drop resolution significantly","Use a large enough change to produce a clear GPU-work difference.",{"label":1324,"description":1325},"3. Compare average and frame time","Small throughput response suggests the main limit is elsewhere.",{"label":1327,"description":1328},"4. Compare GPU Busy with frame time","A GPU busy for most of the frame suggests GPU pressure; significant idle time points upstream.",{"label":1330,"description":1331},"5. Test CPU-sensitive options","Reduce draw distance, crowds, simulation or object-heavy settings where the game exposes them.",{"label":1333,"description":1334},"6. Watch memory and streaming","Stutter can persist because of VRAM\u002FRAM pressure or asset streaming even when average GPU compute load falls.",{"label":1336,"description":1337},"7. Change only one class of workload at a time","Otherwise you cannot tell which change actually affected the bottleneck.","When Low settings and Ultra settings perform almost the same",{"id":866,"data":1340,"type":568},{"text":1341,"level":47},"Do not optimize from the settings menu alone",{"id":870,"data":1343,"type":544},{"text":1344},"Graphics presets are designed for usability, not for exposing the engine's performance architecture.",{"id":874,"data":1346,"type":544},{"text":1347},"A “Medium” preset may change ten unrelated variables at once. If performance improves, you still do not know which change mattered. If it does not improve, one CPU-heavy or streaming-heavy option may still dominate.",{"id":878,"data":1349,"type":544},{"text":1350},"For troubleshooting, individual changes are slower but much more informative.",{"id":882,"data":1352,"type":568},{"text":1353,"level":47},"A practical tuning order",{"id":886,"data":1355,"type":612},{"steps":1356,"title":1375,"orientation":611},[1357,1360,1363,1366,1369,1372],{"label":1358,"description":1359},"Baseline","Capture the problem scene with the current settings.",{"label":1361,"description":1362},"Determine GPU sensitivity","Change resolution\u002Frender scale or another strong GPU setting.",{"label":1364,"description":1365},"Determine CPU sensitivity","Change population, draw distance, simulation or other CPU-relevant settings when available.",{"label":1367,"description":1368},"Check memory pressure","Watch VRAM\u002FRAM behavior and whether stutter correlates with new areas or asset loads.",{"label":1370,"description":1371},"Check pacing and limits","Review frame caps, V-Sync, VRR and frame-time consistency.",{"label":1373,"description":1374},"Apply the cheapest visual trade-off","Once the bottleneck is known, reduce the settings that buy the most performance for the least visual cost.","Tune the bottleneck instead of the label",{"id":909,"data":1377,"type":568},{"text":1378,"level":47},"What would change this answer?",{"id":913,"data":1380,"type":544},{"text":1381},"The exact bottleneck can change from scene to scene. An indoor corridor may be GPU-limited while a dense city or strategy battle becomes CPU-limited. The diagnosis should therefore target the workload that actually causes the performance problem.",{"id":917,"data":1383,"type":544},{"text":1384},"Frame Generation, dynamic resolution, engine-level adaptive quality and future scheduling systems can also make simple FPS scaling less intuitive. The core method still holds: change one workload, observe the response and identify which stage stopped improving.",{"id":921,"data":1386,"type":568},{"text":1387,"level":47},"Limitations",{"id":925,"data":1389,"type":544},{"text":1390},"This article provides a diagnostic framework, not a universal mapping of every graphics setting to CPU or GPU cost. Engine architecture determines the real workload.",{"id":929,"data":1392,"type":544},{"text":1393},"Utilization percentages alone cannot prove a bottleneck. Timing traces, repeatable tests and the response to controlled setting changes provide stronger evidence.",{"id":933,"data":1395,"type":568},{"text":1396,"level":47},"Conclusion",{"id":937,"data":1398,"type":544},{"text":1399},"If Low and Ultra deliver nearly the same FPS, do not keep lowering random settings.",{"id":941,"data":1401,"type":544},{"text":1402},"Use the lack of scaling as evidence. Test resolution, inspect CPU\u002FGPU timing, check caps, then target the settings that affect the limiting workload. Performance tuning becomes much easier once you stop asking “Which setting is expensive?” and start asking “Which component is preventing the next frame from finishing sooner?”",{"id":945,"data":1404,"type":568},{"text":1405,"level":47},"FAQ",{"id":949,"data":1407,"type":949},{"items":1408,"title":1427},[1409,1412,1415,1418,1421,1424],{"id":953,"answer":1410,"question":1411},"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":1413,"question":1414},"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":1416,"question":1417},"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":1419,"question":1420},"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":1422,"question":1423},"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":1425,"question":1426},"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":1429,"type":568},{"text":1430,"level":47},"Glossary",{"id":982,"data":1432,"type":982},{"title":1433,"entries":1434},"Key bottleneck terms",[1435,1438,1441,1444,1447,1450],{"term":1436,"anchor":988,"definition":1437},"CPU-bound","A performance state in which CPU-side work or submission prevents frames from being produced faster even if the GPU has additional capacity.",{"term":1439,"anchor":992,"definition":1440},"GPU-bound","A performance state in which GPU execution consumes the limiting portion of the frame budget.",{"term":1442,"anchor":996,"definition":1443},"Scaling response","The change in performance produced by changing a workload such as resolution or graphics quality.",{"term":1445,"anchor":1000,"definition":1446},"GPU Busy","An Intel PresentMon metric that helps compare GPU execution time with total frame timing to evaluate CPU\u002FGPU balance.",{"term":1448,"anchor":1003,"definition":1449},"Bottleneck Response Test","A Figure Rocks method that uses controlled setting changes and timing measurements to identify which workload limits performance.",{"term":1451,"anchor":1007,"definition":1452},"Setting Sensitivity Map","A Figure Rocks planning model that groups game settings by the types of CPU, GPU, memory or streaming work they commonly influence.",{"id":1010,"data":1454,"type":568},{"text":1455,"level":47},"Primary sources",{"id":1014,"data":1457,"type":1021},{"link":1016,"meta":1458},{"image":1459,"title":1460,"description":1461},{"url":13},"Intel — Locate and Resolve CPU-GPU Bottlenecks","Official Intel guidance on CPU\u002FGPU imbalance, scene-dependent bottlenecks and how resolution and draw-distance settings can affect different workloads.",{"id":1023,"data":1463,"type":1021},{"link":1025,"meta":1464},{"image":1465,"title":1028,"description":1466},{"url":13},"Official Intel performance-monitoring tool with GPU Busy, CPU\u002FGPU balance, real-time graphs, percentiles and telemetry.",{"id":1031,"data":1468,"type":1021},{"link":1033,"meta":1469},{"image":1470,"title":1471,"description":1472},{"url":13},"NVIDIA Developer — Reflex SDK","Official NVIDIA documentation separating latency stages and describing render-queue and CPU\u002FGPU timing behavior.",{"id":1039,"data":1474,"type":1021},{"link":1041,"meta":1475},{"image":1476,"title":1477,"description":1478},{"url":13},"NVIDIA Technical Blog — CPU Threading and Game Performance","Official NVIDIA developer analysis of CPU-bound game workloads, thread scheduling and CPU-side performance constraints.",{"id":1047,"data":1480,"type":1021},{"link":1049,"meta":1481},{"image":1482,"title":1483,"description":1484},{"url":13},"NVIDIA — Ada GPU Science \u002F DLSS 3","Official NVIDIA technical material explaining CPU-limited game behavior and why Frame Generation can raise displayed FPS without requiring the CPU to render every generated frame.","2.31.0","You lower shadows, effects and resolution, but the FPS barely changes. This guide explains why graphics settings only help when they reduce the workload that is actually limiting the frame—and how to identify CPU, GPU, memory, streaming and frame-cap bottlenecks.",{"lang":7,"title":534,"content":536,"contentJson":1488,"excerpt":1055},{"time":538,"blocks":1489,"version":1054},[1490,1492,1494,1496,1498,1500,1502,1504,1506,1508,1518,1520,1522,1524,1539,1541,1543,1545,1547,1549,1562,1564,1566,1568,1570,1572,1574,1576,1578,1580,1582,1584,1586,1588,1590,1592,1594,1596,1598,1600,1602,1604,1606,1608,1610,1612,1622,1624,1626,1628,1630,1632,1641,1643,1645,1647,1649,1651,1653,1655,1657,1659,1661,1670,1672,1681,1683,1687,1691,1695,1699],{"id":541,"data":1491,"type":544},{"text":543},{"id":546,"data":1493,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1495,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1497,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1499,"type":568},{"text":567,"level":47},{"id":570,"data":1501,"type":544},{"text":572},{"id":574,"data":1503,"type":544},{"text":576},{"id":578,"data":1505,"type":544},{"text":580},{"id":582,"data":1507,"type":568},{"text":584,"level":47},{"id":586,"data":1509,"type":612},{"steps":1510,"title":610,"orientation":611},[1511,1512,1513,1514,1515,1516,1517],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"label":602,"description":603},{"label":605,"description":606},{"label":608,"description":609},{"id":614,"data":1519,"type":551},{"body":616,"title":617,"variant":618},{"id":620,"data":1521,"type":568},{"text":622,"level":47},{"id":624,"data":1523,"type":544},{"text":626},{"id":628,"data":1525,"type":671},{"rows":1526,"title":659,"layout":660,"columns":1535},[1527,1529,1531,1533],{"id":632,"label":633,"values":1528},{"next":635,"result":636,"meaning":637},{"id":639,"label":640,"values":1530},{"next":642,"result":643,"meaning":644},{"id":646,"label":647,"values":1532},{"next":649,"result":650,"meaning":651},{"id":653,"label":654,"values":1534},{"next":656,"result":657,"meaning":658},[1536,1537,1538],{"id":663,"label":664},{"id":666,"label":667},{"id":669,"label":670},{"id":673,"data":1540,"type":568},{"text":675,"level":47},{"id":677,"data":1542,"type":544},{"text":679},{"id":681,"data":1544,"type":544},{"text":683},{"id":685,"data":1546,"type":544},{"text":687},{"id":689,"data":1548,"type":568},{"text":691,"level":47},{"id":693,"data":1550,"type":660},{"content":1551,"stretched":736,"withHeadings":15},[1552,1553,1554,1555,1556,1557,1558,1559,1560,1561],[697,698,699],[701,702,703],[705,706,707],[709,710,711],[713,714,715],[717,718,719],[721,722,723],[725,726,727],[729,730,731],[733,734,735],{"id":738,"data":1563,"type":551},{"body":740,"title":741,"variant":742},{"id":744,"data":1565,"type":568},{"text":746,"level":47},{"id":748,"data":1567,"type":544},{"text":750},{"id":752,"data":1569,"type":544},{"text":754},{"id":756,"data":1571,"type":544},{"text":758},{"id":760,"data":1573,"type":568},{"text":762,"level":47},{"id":764,"data":1575,"type":544},{"text":766},{"id":768,"data":1577,"type":544},{"text":770},{"id":772,"data":1579,"type":568},{"text":774,"level":47},{"id":776,"data":1581,"type":544},{"text":778},{"id":780,"data":1583,"type":544},{"text":782},{"id":784,"data":1585,"type":544},{"text":786},{"id":788,"data":1587,"type":568},{"text":790,"level":47},{"id":792,"data":1589,"type":544},{"text":794},{"id":796,"data":1591,"type":544},{"text":798},{"id":800,"data":1593,"type":544},{"text":802},{"id":804,"data":1595,"type":568},{"text":806,"level":47},{"id":808,"data":1597,"type":544},{"text":810},{"id":812,"data":1599,"type":544},{"text":814},{"id":816,"data":1601,"type":544},{"text":818},{"id":820,"data":1603,"type":568},{"text":822,"level":47},{"id":824,"data":1605,"type":544},{"text":826},{"id":828,"data":1607,"type":544},{"text":830},{"id":832,"data":1609,"type":544},{"text":834},{"id":836,"data":1611,"type":568},{"text":838,"level":47},{"id":840,"data":1613,"type":612},{"steps":1614,"title":864,"orientation":611},[1615,1616,1617,1618,1619,1620,1621],{"label":844,"description":845},{"label":847,"description":848},{"label":850,"description":851},{"label":853,"description":854},{"label":856,"description":857},{"label":859,"description":860},{"label":862,"description":863},{"id":866,"data":1623,"type":568},{"text":868,"level":47},{"id":870,"data":1625,"type":544},{"text":872},{"id":874,"data":1627,"type":544},{"text":876},{"id":878,"data":1629,"type":544},{"text":880},{"id":882,"data":1631,"type":568},{"text":884,"level":47},{"id":886,"data":1633,"type":612},{"steps":1634,"title":907,"orientation":611},[1635,1636,1637,1638,1639,1640],{"label":890,"description":891},{"label":893,"description":894},{"label":896,"description":897},{"label":899,"description":900},{"label":902,"description":903},{"label":905,"description":906},{"id":909,"data":1642,"type":568},{"text":911,"level":47},{"id":913,"data":1644,"type":544},{"text":915},{"id":917,"data":1646,"type":544},{"text":919},{"id":921,"data":1648,"type":568},{"text":923,"level":47},{"id":925,"data":1650,"type":544},{"text":927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