It depends a lot on the game as I mentioned before in my previous post. Is 60 fps possible? Yes. I didn't claim the poster wouldn't have to dial back anything for certain modern games. I also noted the frame rate inconsistency. Finally I also stated it was an educated guess based on rough back of napkin figures. Your video is more likely to be accurate with all eye candy on.60FPS? Core i7 950 on modern games below. If 950 is not being able to push 100% usage on 1050TI, what we can say about a RTX2060? Or even 1660 like people are saying here?
View: https://www.youtube.com/watch?v=ccShzS4gTz8
Also, that i7-950 in the video is only being ran with 6GB installed vs 8GB on the i3 8100. It may not be a fair comparison since most of those games would probably need 8GB to avoid using the HDD/SSD for extra ram.It depends a lot on the game as I mentioned before in my previous post. Is 60 fps possible? Yes. I didn't claim the poster wouldn't have to dial back anything for certain modern games. I also noted the frame rate inconsistency. Finally I also stated it was an educated guess based on rough back of napkin figures. Your video is more likely to be accurate with all eye candy on.
There's two phases: 1) Setup up the draw calls (CPU bound) and 2) Render the draw calls (GPU bound) If the GPU isn't being used at 100% then obviously he is CPU bound. The ideal setup is where it takes about an equal amount of time for each.
There's two phases: 1) Setup up the draw calls (CPU bound) and 2) Render the draw calls (GPU bound) If the GPU isn't being used at 100% then obviously he is CPU bound. The ideal setup is where it takes about an equal amount of time for each.
Factor in the actual game logic and your game dev would have had to have a lot of money and little sense to engineer so much shiny that it can 100% a 1660 but not enough logic to saturate something about half as powerful as an Xbox One inc draw calls.
Simply put, the only thing I can see doing that is a benchmark for GPUs.