I don't have pCars2 or Forza but knock yourself out
One notice: The Screenshot for BF1 is old, don't have it installed currently and I deactivated HT for testing. So for comparison you need to devide all the load-values by 2!
For me "real game threads" are the ones that really stick out. These are the ones you'd want the same amount of cores for. All the others can basically be bunched up on one spare core.
All the Screenshots are done with a GPU load below 70% to definitely hit the CPU limit. I find it very interesting that the real multicore games like F1 2018 and Assassin's Creed: Origins don't go over 11% on any thread but it's still a limit.
Memory bandwidth? Mainboard? Old CPU architecture? No clue...
I put in how many cores (or at least CPU threads) in my opinion you'd want for each game
Anyway, here they are:
Battlefield 1: 5-6
View attachment 270329
Assassin's Creed: Origins: Hello Denuvo... 9-10
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Assetto Corsa: 3
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Raceroom: 4
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F1 2018: 8-10
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rFactor 2: 2-3
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This is a very helpful post, thanks for all the effort!
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Anyway, the frame timing fix I described in my last post has indeed improved things a little, dry conditions during the day with enough AI cars to not hit the CPU limit indeed looks smoother and has more consistent frametime readings, which is probably going to be a help in any game I run from now on that may exhibit judder and microstutter. It also gave me a further confirmation that I can only really run 10-12 cars max in races before my CPU gives up.
However the more I test ACC, the more I feel that I'd be a bit rash upgrading my rig based on its current performance alone. It seems running any sort decently sized AI race in conditions apart from during the day and dry are in need work optimisation wise, less so rain conditions but night racing is incredibly taxing at this stage.
I've started to test the GPU utilisation of my 1070 by running full grid races for a lap, then using replay mode in cockpit view which takes a load off the CPU and eliminates my bottleneck. Here full grid AI races in day/dry get me a steady 60fps at 1440p with mostly high settings with no stutter than I experience when actually driving. Doing the same test in the rain forces me to run a few settings at mid but nothing too drastic.
Once the lights need to be used though, things go downhill fast. Lowering my effective render resolution to 1080p and with mid settings only just manages to hold up for me (yeah I understand night conditions in racing games need more grunt, but this is a kinda extreme case haha), and when adding rain to the night mix, it is currently impossible to stay above any sort of reasonable framerate, with my GPU failing to hit 70% utilisation despite maxing out in every other test. I'm yet to properly confirm if this was just a bug or is reproducible (
if anyone wants to try this test, 20 cars at night in heavy rain in cockpit view replay mode, feel free!), but it leads me to believe that even though UE4 is a well used render engine, plenty of optimisation will surely still be taking place over the course of EA, probably most of it coming nearer towards 1.0.
Some people would say this is obvious, but there's also a fear that optimising the visual performance is in Epic's hands and not Kunos, which I now reckon isn't the case. It's a 0.1 release and should be treated that way and not put on the same scale to the fully released UE4 games out there. If anything, the slow but gradual performance improvement of PUBG says that even the worst optimised UE4 games (and it was one of them in early access, yikes) can be improved to acceptable levels, which combined with some possible physics optimisations to help the CPU side could mean that us on older or less powerful rigs might be able to push this game more than we might now.
It might also explain why the current special events are focusing on driving in the dry and day, with the hotstint event the only one progressing to night conditions, which are fine performance wise until you add a bunch of AI cars into the mix, whereas the AI races in the day run fine apart from my CPU being unable to handle a full grid at this stage.
Shame this whole thing has given me an upgrade itch that could bug me for a little while, but that's my fault, not ACCs.