Yeah, the cpu or gpu busy part would help to point into general direction what else can be improved. My first original post was just to remind that we should not use FPS as game’s optimization benchmark, it’s the other way around. Means, if you put together exactly same settings and situation(ram/mb/ssd/etc), and use that as test workload to benchmark GPUs or CPUs, that’s a valid usage with FPS numbers.
Turning off required features that was originally put into with quality presets are actually like taking off one wheel of a race car and then complain about it’s speed or maneuver controls. For optimization checks, you should always stick to the default quality presets where the developer “think” it would work best for that low/med/high/ultra settings, and then use external tools to probe/profile what’s happening.
Thats fair, although I think we are working on the assumption that other games are not this bad when the dynamic resolution is turned off.
It would have been nice to see that new Intel GPU/CPU frametime tool used here though
Yeah, the cpu or gpu busy part would help to point into general direction what else can be improved. My first original post was just to remind that we should not use FPS as game’s optimization benchmark, it’s the other way around. Means, if you put together exactly same settings and situation(ram/mb/ssd/etc), and use that as test workload to benchmark GPUs or CPUs, that’s a valid usage with FPS numbers.
Turning off required features that was originally put into with quality presets are actually like taking off one wheel of a race car and then complain about it’s speed or maneuver controls. For optimization checks, you should always stick to the default quality presets where the developer “think” it would work best for that low/med/high/ultra settings, and then use external tools to probe/profile what’s happening.