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Is this my system or AC Unity?

Soldato
Joined
2 Oct 2012
Posts
3,246
Alright guys, just been playing around in AC Unity and noticed its choppy in places so i decided to look at what my system is doing. You may not be able to see too well from the pic below but the stats are as follow

GPU usage: 67%

GPU Temp: 66 degrees

GPU Mhz: 1031 (max speed is 1150Mhz)

D3D11/FPS is: 42.6 (averages around 45 in busy places such as in the pic)

CPU1: 58%
CPU2: 69%
CPU3: 61%
CPU4: 72%

And as you can see from the stats there is not full utilization, so im asking my self why this is and i cannot understand why. So i'm currently considering it to just be the game with it being poorly optimized? Surely with the cpu not at 100% or near that at any core its not a CPU bottleneck?

Anyway running

i5 3750k 4.4Ghz
290x at 1150Mhz Core and 1500Mhz Mem
Seasonic 750w 80 Plus Gold PSU

System should handle this game fine right?
Cheers guys.
 
I get this with Dying Light also. Nothing gets 99% utilisation yet fps is in the 70s.

I have no idea what's causing it, and strangely other people don't seem to experience it.
 
Doesn't work the way you think there are many factors In which for game wont use 100% of the cpu its part of the muilt-threading games use.
To me the usage looks about right for your cpu I have a 5820k 6cores and an 980 and get 45 to 60fps well last time I checked before patches and driver updates
 
Cheers for the reply guys!

What you got going on there is directx bottleneck.

Hmm i guess that makes sense! Ive seen it in a couple of other games before but they haven't been sub 60FPS so never bothered me much. Just quite annoying to have sub 60FPS but yet more juice left in the tank for the game to use. :o
 
Try running the game at 640x480 or some very very low resolution. The CPU cores should max out then.

High Resolution : 1440p - 4 K > GPU Bottleneck
Low Resolution : 1080p or lower > CPU Bottleneck

Simple things you can google about .

When people test gaming CPUs they are run at very low resolutions
 
Try running the game at 640x480 or some very very low resolution. The CPU cores should max out then.

High Resolution : 1440p - 4 K > GPU Bottleneck
Low Resolution : 1080p or lower > CPU Bottleneck

Simple things you can google about .

When people test gaming CPUs they are run at very low resolutions

I forgot to mention I was running 1080p and I know that higher resolution doesn't require more could grunt just gpu but the doesn't matter in my case. Also I did Google first and got no where which is why I asked other fellow overclockers. But thanks anyways.
 
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I reckon you're all wrong :)
If neither the CPU or GPU are maxed, then neither of them are the bottleneck.
The limitation is either gfx ram bandwidth, Mobo memory bandwidth or PCI-E bandwidth.
I'm in the process of trying to work out which as I see the same in some games.
 
I reckon you're all wrong :)
If neither the CPU or GPU are maxed, then neither of them are the bottleneck.
The limitation is either gfx ram bandwidth, Mobo memory bandwidth or PCI-E bandwidth.
I'm in the process of trying to work out which as I see the same in some games.

Mind and report back with your findings. ;)
 
I'm away from my main PC at the moment, out and about on the old laptop, so plenty of time to research the problem :)
VSync in combination with pre-rendering limits may be an issue, the hardware can run out of things to do at the wrong time (such as just after VSync, it then has to wait for the next one).
My first test when I get back will be to disable VSync and see if the gfx card maxes out.
CPU bottlenecks are a pain to diagnose, the task scheduler moves the threads around the cores so they all sit at some % well below 100, but if the game is fairly single threaded in nature, it will only be able to use one core at a time, so on a quad core 25% cpu usage can actually be a CPU bottleneck. 60-70% as per the original post, could easily be the CPU if game threads are waiting for other threads to do their bit.
I have a hex core at work, it's frustrating to see a CPU bottleneck when only 17% CPU usage is displayed (across all cores, not just hogging 1).
 
I've seen this in dying light with my 3750k @4.4 and R9 280X with 2400DDR3. Sometimes I boot my pc and it can use 90+% of my cpu/GFX sometimes I boot and it barely touches 50%. It's totally random, but it's ALWAYS super smooth and not lags to play though which is really strange.
 
To the op, what settings? Ultra textures ideally needs more than 4GB VRAM. utilisation on a single card should be higher though.





No it's not. It's a combination of the AMD driver and the game.

No, Yes it is.. They even admit to using to much draw calls..

The game (in its current state) is issuing approximately 50,000 draw calls on the DirectX 11 API. Problem is, DX11 is only equipped to handle ~10,000 peak draw calls. What happens after that is a severe bottleneck with most draw calls culled or incorrectly rendered, resulting in texture/NPCs popping all over the place. On the other hand, consoles have to-the-metal access and almost non-existent API Overhead but significantly underpowered hardware which is not able to cope with the stress of the multitude of polygons. Simply put, its a very very bad port for the PC Platform and an unoptimized (some would even go as far as saying, unfinished) title on the consoles.

DX11 is the issue! Why do you think we moving on my friend!
 
How did I know you were going to bring that comment up. There is no truth in that statement at all with this game, the entire game was built around current dev tools - draw call limitations are present in every single game. Which runs superbly now compared to how it did several months ago.

Please stop spreading misinformation Shankly. Also at least quote the source.
 
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How did I know you were going to bring that comment up. There is no truth in that statement at all.

Please stop spreading misinformation Shankly.

Can you prove me wrong? DX11 is the issue, with that amount on screen the CPU can't feed the GPU fast enough because how DX11 handles threads.

DX12 will improve multi-thread performance feeding the GPU faster resulting in more on screen action.

Man! why you think we moving away? into low level API's DX11 is holding back performance in situations just like above.. Wake up!
 
oAvwlCN.jpg

98% usage over three cards at 3440x1440.

Like I say, it's a driver utilisation issue.

Also note the buffer at 6GB with 4X MSAA
 
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