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As for why the GPU isn't at 100% I can't tell you. There might be other limits hit with the GPU. Check power limit and the likes.
I don't think you need a 3090 for 4k. Specially this game, Maybe for AAA games where every aspect of the game actually scales with resolution (talking about textures, shadow resolution, reflections, basically everything) yeah, you kinda need that amount of horse power. But not this game. I believe that with a 2080 super or a 2070 super you should be able to reach 60 fps at 4k (maybe lower a setting or two)
As for the low GPU usage, If I remember correctly it was something like a limitation of the engine of the game that can't fully utilize the GPU. I believe that there's a youtube video where a guy does a tech review for Ryza 1 and he said that. That's why I asked if there's a fix for that. Or at least tell this problem and maybe the devs can adress this.
Most games aren't shading limited, there's a significant amount of work that scales off of fixed function HW. So scaling proportional to shading power is not expected.
Ryza 1 synchronizes with the CPU multiple times per frame; I'm not sure if this game does too. So you will never be able to saturate the gpu with this game. On the upside, you won't ever queue any frames either, so the render latency is minimal...
See "Avoiding Catastrophic Performance Loss" for more info.
https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/AvoidingCatastrophicPerformanceLoss.pdf
That would explain a lot. Judging by the fps behaviour ive seen in the game it seems like it might be the case. Heavy fps drops in town despite neither GPU nor CPU being maxed. CPU being only at 30~%
Does that mean in terms of fps, for this game a much faster cpu (core clock?) would drastically increase the lows?
With on the other end a lower speed cpu effectively dragging down a higher end gpu as if being cpu bottlenecked? (any cpu dragging down a gpu, but slower cpu proportionally more so)
Or am I misunderstanding that?
4k gaming doesn't need 4 times GPU power. That's not how GPUs work.
Well written games take run both CPU and GPU parts in parallel, so it takes max(CPU,GPU) time to render a frame. In this scenario your CPU just has to be "faster" than the GPU to saturate it.
When you introduce a sync point, from the sync point onwards, performance becomes CPU+GPU per frame, which means that:
1. CPU will always influence performance no matter how fast it is, that is, only with an infinitely fast CPU will you get full GPU utilization
2. the faster your CPU relative to your GPU, the higher your GPU utilization. That means any sort of downclocking on either CPU or GPU side hurts perf
I looked into fixing this a few years ago. I was able to remove two obvious sync points, but couldn't find the remaining ones, which requires writing a profiler. Unfortunately you don't get proper performance unless you fix all sync points.
That explains a lot about the behaviour of the game. No wonder now that my CPU and GPU being fairly balanced couldn't really saturate the GPU. In this game you would need a 5800x and a 1060 to actually reach 100% utilization of the CPU.
Now that it's summer where I live I disabled the boost of my CPU, I don't want an extra stove in my room. This causes that the CPU stays at it's base frequency (and it's totally enough for 99% of the games I play) and I don't have high temps. Long story short, I tried turning back on the boost and the game gained a few extra fps and and the GPU usage went up by a few %. It's exactly as you explained.
Thanks!