in that video, without rtx, both cpus seem to feed the gpus just fine
i'm investigating situations with rtx enabled-cpu bound situations
rtx adds an approximate %25 more cpu overhead in this game, proof
with rtx disabled, dlss ultra, completely cpu bound, we get 83 fps
with rtx ultra, dlss ultra, we get 65 fps
both situations are completely CPU-bound
this means that rtx on, besides its load on GPU, adds a hefty %25 cpu overhead.
in that video, this is non-existent. in that video i posted, it drops to 45 fps, right? without rt overhead, it would render 56-60 frames (and even then, the area i posted is more cpu-heavy, compared to the place in testing games' video
video i shared has a lot more cars, npcs and in a more crowded place. video you shared is at a more chill place where there are less traffic and npcs, so it's even less cpu-bound
my 5600x video,
yours,
it's virtually impossible with a 5600x to get pure, locked 60 fps in cyberpunk when paired with a nvidia gpu with rtx enabled. you have to make compromises, lower crowd density, lower cascaded shadow range and such.
we don't know if it will be possible with an amd gpu, because there's no amd gpu that can match 3080's ray tracing power, yet. maybe it will be possible, and then maybe this problem will get more exposition. im trying to pre-expose it but
1) cyberpunk needs amd rt support
2) amd cpu tests must be done with a 6900xt at 720p, due to match the 3080's rt performance at higher resolutions
if 6900xt with rt can stay above 60 fps in a situation where 3080 drops with 5600x, then it's clear that overhead affects this aspect of the game as well.
and lastly, let's no assume more games won't be like cyberpunk. developers love releasing unoptimized games. this is to their benefit. they will do the minimum work, and gamers will buy newer and more powerful cpus to accomodate and compensate.