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post #81 of 147
Quote:
Originally Posted by Ryude View Post

Test the game at an extremely low resolution. If your framerates improve, then CPU bottleneck is not your issue. If framerates stay the same, then CPU bottleneck could be your issue. Try overclocking the CPU, if framerates improve at low resolution then the CPU is indeed the limiting factor.

 

That's not quite true, you will see higher FPS since the CPU workload will decrease as well -- decreasing the canvas size. It is certain that at an extremely low resolution the CPU will become the bottleneck. You can indicate a bottleneck by varying clocks (substantially) of either component, CPU or GPU, while keeping the other constant -- Exclusive OR that is.

 

When overclocking/underclocking the GPU, average framerate should be within MoE and when overclocking/underclocking the CPU framerates should increase or decrease respectively. You should NOT alter the workload when determining a bottleneck in an application since the bottleneck is application/workload specific...

post #82 of 147
Quote:
Originally Posted by TheBlademaster01 View Post

That's not quite true, you will see higher FPS since the CPU workload will decrease as well -- decreasing the canvas size. It is certain that at an extremely low resolution the CPU will become the bottleneck. You can indicate a bottleneck by varying clocks (substantially) of either component, CPU or GPU, while keeping the other constant -- Exclusive OR that is.

When overclocking/underclocking the GPU, average framerate should be within MoE and when overclocking/underclocking the CPU framerates should increase or decrease respectively. You should NOT alter the workload when determining a bottleneck in an application since the bottleneck is application/workload specific...

My test will work, you can argue the technicalities all you want but it will indeed point out if the CPU is the culprit.
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post #83 of 147
Quote:
Originally Posted by Ryude View Post


My test will work, you can argue the technicalities all you want but it will indeed point out if the CPU is the culprit.

 

No it does not. CPU workloads are not the same at varying resolutions. These technicalities are relevant or rather essential...

post #84 of 147
Quote:
Originally Posted by Hatfieco View Post

Nope. Apparently 2/3 of the people on this thread do not understand or care to find out just exactly what a bottleneck is. Your 1055t does not bottleneck a 7850 even if your processor is at stock or near stock clocks. Overclocked a crossfire setup may start to exhibit a slight bottleneck on a thuban but not much if any.

You don't seem to, either. Dual 570s on a Lynnfield i5? That CPU is crying for mercy.
   
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post #85 of 147
Quote:
Originally Posted by TheBlademaster01 View Post

No it does not. CPU workloads are not the same at varying resolutions. These technicalities are relevent or rather essential...

Lowering the resolution of a computer game or software program increases the effect on a CPU. As the resolution decreases, less strain is placed on the graphics card because there are fewer pixels to render, but the strain is then transferred to the CPU. At a lower resolution, the frames per second are limited to the CPU's speed.

I don't think you really understand why this has been the de facto test for cpu for as long as I can remember.
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post #86 of 147
Quote:
Originally Posted by TheBlademaster01 View Post

No it does not. CPU workloads are not the same at varying resolutions. These technicalities are relevant or rather essential...

While the method Ryude describes is not 100% accurate its accurate enough to pinpoint CPU limitations. Resolution is almost completely GPU bound so reducing the rendering resolution simulates plugging in a more powerful graphics card. If the FPS increases it means the CPU can run the game engine faster then the GPU can render meaning the limiting factor is the GPU.

The issue is that in well balanced systems the bottleneck is constantly shifting between the CPU and GPU. You loos a few fps here due to CPU limitations and a few there due to GPU limitations. Because of this you are in fact limited by the CPU as well as the GPU and so increasing the performance of either will result in a net gain of FPS.
Edited by Bit_reaper - 2/23/13 at 2:07pm
    
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post #87 of 147
Quote:
Originally Posted by Ryude View Post


Lowering the resolution of a computer game or software program increases the effect on a CPU. As the resolution decreases, less strain is placed on the graphics card because there are fewer pixels to render, but the strain is then transferred to the CPU. At a lower resolution, the frames per second are limited to the CPU's speed.

 

I think you are confused here and are missing the critical point. I agree that framerates will be limited to the CPU in the new case. However, these framerates will not remain constant with respect to the high resolution renders since this also affects the workload on the CPU -- less objects on the canvas.

 

Your test would work when comparing different CPUs or the influence of solely CPU performance in an application. When indicating a bottleneck in a system you need the workload to remain constant and alter the components in the system (pipeline). You need to either swap CPUs or vary clock speeds to indicate a bottleneck.

post #88 of 147
Quote:
Originally Posted by TheBlademaster01 View Post

I think you are confused here and are missing the critical point. I agree that framerates will be limited to the CPU in the new case. However, these framerates will not remain constant with respect to the high resolution renders since this also affects the workload on the CPU -- less objects on the canvas.

Your test would work when comparing different CPUs or the influence of solely CPU performance in an application. When indicating a bottleneck in a system you need the workload to remain constant and alter the components in the system (pipeline). You need to either swap CPUs or vary clock speeds to indicate a bottleneck.

You still don't get it, lol. I'm done arguing.
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post #89 of 147
Quote:
Originally Posted by Artikbot View Post

You don't seem to, either. Dual 570s on a Lynnfield i5? That CPU is crying for mercy.

At 4.0ghz.... It runs them perfectly fine and in fact I bought a sandy bridge setup when it first came out and saw less than a 2% gain. Sold the sandy and kept the lynnfield. No bottleneck. But thanks though thumb.gif
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post #90 of 147
Quote:
Originally Posted by TheBlademaster01 View Post

I think you are confused here and are missing the critical point. I agree that framerates will be limited to the CPU in the new case. However, these framerates will not remain constant with respect to the high resolution renders since this also affects the workload on the CPU -- less objects on the canvas.

Your test would work when comparing different CPUs or the influence of solely CPU performance in an application. When indicating a bottleneck in a system you need the workload to remain constant and alter the components in the system (pipeline). You need to either swap CPUs or vary clock speeds to indicate a bottleneck.

This is false. Resolution is not LOD. Regardless of resolution there is the same amount of objects on the "canvas" even if said objects are 1 pixel or less in size. The only way resolution will effect CPU load is if the game engine is specifically programmed to reduce the LOD in proportion to the resolution. As far as I'm aware no engine is programmed this way though I won't clam they can't or don't exist.
    
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