[SOLVED] my gpu usage doesn't wanna go close to 100% in some games

YousefXPlayz

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Aug 2, 2017
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this is my build:
i5 10400f
gtx 1660ti
16gb ram
windows 10 pro latest update

i face this issue in some games like gta v , trove , we happy few is that my GPU usage is like 70% and fps is 70/80/90 and I got a 144hz monitor
and vsync is off
in other games like farcry primal , csgo, rainbow six siege , hellblade it's totally fine
but just in some games I face that problem idk why

and the temp is totally fine my GPU on 100% doesn't pass 70c and CPU is fine too in the 60s
and CPU never go to 100% usage in games so yea
 
Solution
GTA 5 is a well-known CPU-bound game. So is CS-GO and Far Cry though....hmmm.

Have you turned up the visual settings in-game on the ones that the GPU doesn't reach 100% in?

Simplified way a PC plays a game:
  1. CPU figures out what needs to be in a given frame (imagine a rough sketch) based on user and game world input. Issues draw call to GPU to tell it what to render.
  2. GPU receives draw call and makes a pretty picture. Sends to monitor when complete.
  3. The GPU can't do any work until the CPU tells it what to draw. Raising graphics settings and/or resolution increases the complexity of the GPU's job, making it take longer to render each frame. Lowering settings decreases the complexity of the GPUs job making it take less time...
GTA 5 is a well-known CPU-bound game. So is CS-GO and Far Cry though....hmmm.

Have you turned up the visual settings in-game on the ones that the GPU doesn't reach 100% in?

Simplified way a PC plays a game:
  1. CPU figures out what needs to be in a given frame (imagine a rough sketch) based on user and game world input. Issues draw call to GPU to tell it what to render.
  2. GPU receives draw call and makes a pretty picture. Sends to monitor when complete.
  3. The GPU can't do any work until the CPU tells it what to draw. Raising graphics settings and/or resolution increases the complexity of the GPU's job, making it take longer to render each frame. Lowering settings decreases the complexity of the GPUs job making it take less time to render each frame.
  4. If the GPU finishes rendering a frame before the CPU has finished figuring out what the next frame should contain, the GPU has to wait (<100% GPU usage).
  5. Based on #3 & #4, you should be able to optimize for 90% or greater GPU usage (depending on a game's CPU stress and the CPU/GPU balance of a system)
  6. CPU usage is usually reported as active time across all available threads of a CPU. Most* games don't leverage more than....6-7 threads. Monitoring CPU usage isn't really useful. It can be misleading, especially in today's high core-count CPUs.
 
Solution
Game fps will be limited by something.
Usually cpu or gpu.
Sometimes thread count in multiplayer games.
And, the limit is not constant.
You really don't want to see 100% utilization of either cpu nor gpu.
If you saw that, there is no reserve for peak requirements.
Most games get limited by the single master thread.

Your 10400f is quite good in that regard.
If you run the cpu-Z bench test, look at the single thread rating.
You should see something like 473
https://valid.x86.fr/bench/f4ndhs
 
i have an issue it's weird for an example in a game if i put all the settings to medium the gpu usage is 40% and fps doesnt go up more than 113/114 and if i put everything on ultra the usage becomes 95% and fps doesnt go up more than 113/114 also why this is happening ?

my build is
i5 10400f
H510m S2H
gtx 1660ti
16gb ram

and temps are completely find doesn't 70c is the max
 
i have an issue it's weird for an example in a game if i put all the settings to medium the gpu usage is 40% and fps doesnt go up more than 113/114 and if i put everything on ultra the usage becomes 95% and fps doesnt go up more than 113/114 also why this is happening ?

my build is
i5 10400f
H510m S2H
gtx 1660ti
16gb ram
and temps are completely find doesn't 70c is the max
Your CPU can process only 113/114 fps in that particular game.
 
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CPU usage under 100% nor any one core being pegged at 100% is still not an indication that you're not CPU limited. Windows' scheduler tends to bounce tasks around cores to spread the thermal load, even if it's the same task. For example, this is what my processor activity looks like running a 4-thread Cinebench run on a Ryzen 5600X.

eMrLhnb.png


Of note however, Ryzen tells Windows it has preferred cores which the scheduler will try to put work on, and the logical processor that's pegged at 100% is one of the preferred cores. Otherwise, there's plenty of activity on the other logical processors that one would think that this isn't really a 4-thread test.

The overall implementation of the game matters as well. Some games only have enough work for a 4-5 threads to be active at a given time, and the CPU cap may be exacerbated if the part that compiles stuff for the GPU to do is on a single thread.
 
CPU isn't hitting boost frequency. What cooler are you using? What temps are you seeing under load?

Install RAM in slots a2-b2 and enable XMP in BIOS.
there is just two slots in my motherboard and it just supports till 2666mhz on i5 so there is no xmp setting in bios

and I'm using the stock cooler and the CPU temps are very good
 
It's been like this for ages though: Intel advertising the single core turbos for their cpus, with the frequencies scaling with core usage being an unspoken elephant in the room.
Thus, users don't get to see those single core boosts often because the OS is always doing something.

Intel's advertised boost may as well be that cake, unless the user is on a K or X cpu.
 
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It's been like this for ages though: Intel advertising the single core turbos for their cpus, with the frequencies scaling with core usage being an unspoken elephant in the room.
Thus, users don't get to see those single core boosts often because the OS is always doing something.

Intel's advertised boost may as well be that cake, unless the user is on a K or X cpu.
Ohhhh... I see.
 
Turbo boost is a marketer's dream because there's a bunch of fine details that people don't look into. The two major ones are:
  • Turbo boost is not a guaranteed feature
    • Intel even says it in their footnotes:
      This feature may not be available on all computing systems. Please check with the system vendor to determine if your system delivers this feature, or reference the system specifications (motherboard, processor, chipset, power supply, HDD, graphics controller, memory, BIOS, drivers, virtual machine monitor-VMM, platform software, and/or operating system) for feature compatibility. Functionality, performance, and other benefits of this feature may vary depending on system configuration.
  • Turbo boost is the maximum frequency a part can get to. It doesn't mean it will get to it.
If anything, turbo boosting are the companies finally throwing in the towel that yes, people will overclock their parts. So why not do it for them? And selectively do it for them.
 
Game fps will be limited by something.
Usually cpu or gpu.
Sometimes thread count in multiplayer games.
And, the limit is not constant.
You really don't want to see 100% utilization of either cpu nor gpu.
If you saw that, there is no reserve for peak requirements.
Most games get limited by the single master thread.

Your 10400f is quite good in that regard.
If you run the cpu-Z bench test, look at the single thread rating.
You should see something like 473
https://valid.x86.fr/bench/f4ndhs
yea it's totally fine when I do benchmarks like that or stress tests
but I just tried Minecraft and same thing it's just that I get around 30% usage and like 100+fps and not steady
idk why that happens
 
Be careful how you interpret task manager cpu utilizations.
Windows will spread the activity of a single thread over all available threads.
So, if you had a game that was single threaded and cpu bound, it would show up on a quad core processor as 25%
utilization across all 4 threads.
leading you to think your bottleneck was elsewhere.
It turns our that few games can USEFULLY use more than 4-6 threads.
How can you tell how well threaded your games or apps are?
One way is to disable one thread and see how you do.

You can do this in the windows msconfig boot advanced options option.
You will need to reboot for the change to take effect. Set the number of processors to less than you have.
This will tell you how sensitive your games are to the benefits of many threads.
If you see little difference, it tells you that you will not benefit from more cores.
Likely, a better clock rate will be more important.
 
Simplified way a PC plays a game:
  1. CPU figures out what needs to be in a given frame (imagine a rough sketch) based on user and game world input. Issues draw call to GPU to tell it what to render.
  2. GPU receives draw call and makes a pretty picture. Sends to monitor when complete.
  3. The GPU can't do any work until the CPU tells it what to draw. Raising graphics settings and/or resolution increases the complexity of the GPU's job, making it take longer to render each frame. Lowering settings decreases the complexity of the GPUs job making it take less time to render each frame.
  4. If the GPU finishes rendering a frame before the CPU has finished figuring out what the next frame should contain, the GPU has to wait (<100% GPU usage).
  5. Based on #3 & #4, you should be able to optimize for 90% or greater GPU usage (depending on a game's CPU stress and the CPU/GPU balance of a system)
  6. CPU usage is usually reported as active time across all available threads of a CPU. Most* games don't leverage more than....6-7 threads. Monitoring CPU usage isn't really useful. It can be misleading, especially in today's high core-count CPUs.
 

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