Insurgency an old game from New World Interactive, a tiny indy dev, their game scales infinitely better than this.
There are no excuses for this, its really bad and it shouldn't be blamed on DX11, there are a huge amount of DX11 games far more complex than this which don't choke the GPU on 10% CPU load.
You said it your self CAT this will not fly on consoles they will have to hire someone who knows how to code because using 10 - 20% of a consoles CPU before the performance chokes will not work, this game will not run on the PS5 or Xbox Series X at the required minimum 60Hz, not even close, be lucky to get more than 30.
Well the engine is based on Gamebryo from the late 90s and Creation Engine was first seen in the Elder Scrolls 3 and that version only used one or two cores. Basically the version of the engine in Fallout 4 actually has some degree of multi-threading added.
https://imgur.com/a/wfiYst1
Basically NPC logic is one thread,and one is a rendering thread. This benchmark is mostly measuring rendering(with some NPC load in the second test). Basically modern games use newer methods to try and reduce the amount of drawcalls. It's why in areas with tons of NPCs,and the userbuilt settlements it becomes very CPU limited as those threads can hit nearly 100% CPU limitation.
I have had the same sorts of dips at the same places in the game,at 1440p with a Xeon E3 1230 V2,Ryzen 5 2600 and Ryzen 7 3700X with a GTX960,RX470,GTX1080 and RTX3060TI!
Another game which was massively limited by its graphics rendering thread was WoW. At one point anything above a GTX1060 was apparently making the game CPU limited,but the engine has been updated to DX12 now.
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