Bottleneck Calculators Are BS! The Dynamic Nature Of Hardware And Game Engine Limitations

9 Comments

  1. Spare_Heron4684

    I think this graphic is too complicated for the target audience

    But definitely a needed message here

  2. I agree, but there are 2 types of CPU bound scenarios since multi core/threaded CPUs are around.

    * **CPU ressource** bottleneck: All cores are at or around 90-100% (What you show) but don’t have enough raw power

    * **CPU performance** bottleneck: The cores used for the application aren’t fast enough to supply the GPU with enough data to saturate it. Here, the CPU doesn’t have to be at 100%. Often, it happens when the game isn’t evenly using cores

    The latter happens much more often nowadays.

    Also, RAM can be a bottleneck, but it’s very rare.

  3. RentonZero

    And CPU usage can be limited to a few cores and show up as medium usage on monitoring software like afterburner. Remember starfield confusing people with that

  4. imaginary_num6er

    I’m looking forward to when computers are PSU bound

  5. regularIntro

    The chain is only as strong as its weakest spot. Enough said 🍻

  6. blackest-Knight

    Most people are monitor refresh rate limited anyway and simply refuse to put anything above 1080p Ultra low because that’s what the CoD lobby told them to do.

  7. PubstarHero

    Yeah, they are stupid.

    On the flip side, you have people on other PC related subreddits claiming that their 4470k isnt bottlenecking a 2080ti.

  8. GoldenX86

    And don’t get me started on how emulation has its own share of different bottlenecks.

  9. For most before engine bound you will get storage speed / storage I/O bound which happens more often than system RAM bound.

    CPU and GPU bound are the 2 most common while storage and engine bound are just above how often engine bound is. System RAM speed and system RAM I/O is very rarely an issue if you have DDR4 or DDR5. For storage having a SATA or NVMe SSD is enough to get the storage one to almost never happen.

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