Bottlenecking?
Bottlenecking?
Hey all, I was inspired by the bottlenecking video ... I have a system that I "feel" might have a bottleneck but I'm not quite sure. The main system itself was built in 2012, with pretty high end stuff. Naturally the graphics card has been replaced since then, and therein lies my worry about bottle necks... Here goes the specs: Asus P9X79 Pro motherboard 32 Gig of DDR3 not sure what speed.... Core i7 3820, OC'ed stable @ 4.6Ghz. Geforce 1080 Founders Edition Dual Samsung 750 Evos in Raid 0 Some other big mechanical drives for storage... Primary monitor, 34" ultrawide 3440x1440 @ 100 Hz I do gaming... Things run pretty good, but I can't help but wonder if I'm missing out on more frames due to the CPU. It's a decent CPU, but it IS 6 yrs old at this point. Someone else told me on a different forum that "As long as its feels fast enough, its fine". I can live with that answer honestly... but a good chunk of the games I play at 3440x1440 at max settings are still hovering BELOW 60 fps, usually in the mid-40s to 60 (sure, I could dumb down the quality settings, but wheres the fun in that?). If the 1080 could run those games at a solid 60 or more by changing out the CPU, then that's pretty important information. I'm playing No Man's Sky lately if you must know Is there anyway I could CHECK to see if the CPU is bottleneck? I can also post more detailed specs if needed, CPU-Z screenshots and such. Thanks!!
The latest patch for No Man's Sky appears to be performing poorly even on powerful systems, suggesting the issue isn't limited to your processor.
Sure, in No Man's Sky I kept an eye on CPU usage during gameplay—it consistently stayed under 30%. The GPU always ran at over 90%. That suggests CPU isn’t a major bottleneck there. It’s possible the 30% usage is just moderate, and it’s not a big concern. Thanks for your input! This was exactly what I was looking for—something that doesn’t require extra spending.
You can simulate high load and observe if CPU/GPU reaches full capacity, ensuring there are no restrictions preventing it from hitting its maximum limits.
Based on how the CPU is being utilized, problems can still arise. For example, if an app is optimized for single-core performance, multicore processors won't provide benefits. I'm assuming No Man's Sky was built with some multicore capabilities in mind, but a low processor count seems reasonable. Often, the GPU becomes the main bottleneck instead.