THIS is what Bottlenecking REALLY looks like! AVOID THIS!

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Bottlenecking is a turn thrown around a LOT... but what does it REALLY look like!?

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Personally my biggest bottleneck is my wallet, paired whit gpu prices.

Ration
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I upgraded from an Intel i5-7600k to a Ryzen 7 7700x but kept my GTX 1080. My framerates have increased 2 to 3x in CPU bound games like Risk of Rain 2 and Rust. God bless Microcenter for that $400 bundle

ee
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Your video about bottlenecking (the one with the i3 and 2080Ti) was the one that started my journey in PC building and gaming. Before watching it I was so lost and afraid of all this stuff, but you kept it simple and easy to understand. So after 6 months of watching your videos and saving some money, I was able to build my own PC back in 2019. I have nothing to say but thank you!

berserkslayer
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Out here playing cyberpunk on an i39100F and a gtx1660 with cpu bottleneck at 40fps. when Jay said "UGH ! feels like playing on a potato" it me hard in the feels, man.

hamzaalhassani
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Lowering graphics performance will allow GPU to generate more FPS.
The more frames GPU generates, the more CPU has to work with those frames.

northwestrepair
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the frametime graph in afterburner would be a great visual aid, because as you said, it is hard to see jitter/stutter in the video. Adjusting the max and min properly gives a great indication of this issues.

thigo
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My concern with bottlenecking isnt that I'll get stutters or jitters, no my concern is that I'd pay money for an upgrade to only then find out that my upgrade was entirely pointless because some other component is maxed out and that keeps whatever I just bought and installed from working harder and giving me more performance

frostbite
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A small detail/correction: In most game engines, such as Unreal, Game Thread (main engine thread running the world etc) and Render Thread(s) (the threads responsible for "talking" to GPU and giving it instructions) are separate. The main thread (GT, Game Thread as it's called in Unreal) "ticks" the world, but does not send render instructions to GPU or waits for GPU (for the most part). That's what Render Threads do.

Liaret
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Really good guide Jay. I see this all the time and I try my hardest to explain bottlenecking in its simplest form wherever possible - but a lot of people seem to think bottlenecking happens "immediately" when you pair two components together. And that just isn't true. Depends on application. Very well thought out. Thank you.

I actually paired an X5470 from 2008 (At 4.5 GHz) with my 4090 just to prove that the card can still run near close to specifications.

princexaine
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Thank you for all the information you and your team provide. It makes a world that seemed unattainable for the Layman to start. Haven’t built a computer since a 486 but that changes this weekend. Thank you sir, be well.

wkeyser
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I just wanted to thank you for all the videos you make. You have helped me so much with Building, Upgrading and trouble shooting my PC.

Gravgon
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HAHA! At 6:18 I thought his hand coming up to point was part of the animation after putting the sword away.

Gravgon
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OMG - That advert for iFixit at 0:34 - I wish all ads were this funny - maybe I would watch them multiple times as I did this one - "..no, we interrupt this interruption with this interruption..." Jay you goofball!! Subscribed! 🤣

wezleyjackson
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Interested to see this test again when the 2.0 update lands. Dev has been saying the CPU can be hit hard due to better utilization across the board.

CaptToilet
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I love these 'refresh' videos, Also it seems like Jay is the only techtuber that does this nowadays... correct me if i'm wrong!
Much appreciated Guys!

zackzeed
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Also one more topic which is very interesting, not all bottlenecks feel equal. Jay is right hitting a CPU limit gives large frame time spikes, it is very noticeable as stutters, it feels horrible. When a GPU is at a limit the delivered frame times are often quite stable so it is a much much nicer feeling. This is why it really is often best for motion fluidity to either load your GPU to 98% or set a frame rate cap a little below below where your CPU FPS limit is.

This is also why Nvidia and AMD work on technologies like Reflex and Anti-Lag + to allow a small buffer in the GPU rendering output (a few FPS below your set refresh rate) to ensure latency does not spike up when the current workloads are saturating the GPU to its limit. The game play experience is much nicer.

micbrd
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GPU VRAM and the speed of your ram can also create those stutters. Something not often talked about at all. Like having 8gb or 16gb can make a whole lot of a difference even if they got the exact same performance values. Especially with games that have a lot of assets loaded and unloaded a lot of times like with waves of enemies

saltysalt
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I see many people talk about bottlenecking and just comparing gpu and cpu. If you run a graphically heavy game on 4K/144Hz you're very unlikely to be bottlenecked by your cpu. Cpu + gpu is like a company with a painter and a mathematician and work being hindured by either is based on the work you give them, if you ask them to paint a fresco the math guy is gonna sit idle and if you ask them to do tax returns it the other way around.

ragetist
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I'm looking forward to seeing how Cyberpunk 2.0 will handle CPU core load. It's supposed to utilise them far more effectively instead of just parking 90% of your cores and using one or two of them.

PindleofKujata
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Sometimes while tweaking my system, the numbers and specs just blur together from test after test.
Thanks Jay for keeping it simple.

BlackHoleForge