Reference

Game performance library

What each title actually demands, where it breaks, and which settings are worth spending frames on.

DEMO DATA
Open World

Cyberpunk 2077

GPU-heavy with ray tracing; CPU load rises in dense districts.

Typically GPU limited

FPS

Call of Duty

Streaming-heavy shooter that rewards high refresh displays.

Typically GPU limited

Competitive

Counter-Strike 2

CPU and latency dominated; frame rate is usually display-limited.

Typically CPU limited

Competitive

Valorant

Very light renderer; almost always CPU or configuration limited.

Typically CPU limited

FPS

Apex Legends

Mixed load with sharp CPU spikes during late-game fights.

Typically GPU limited

Competitive

Rainbow Six Siege

Scales cleanly to very high frame rates on modest GPUs.

Typically CPU limited

RPG

Elden Ring

60 FPS capped with traversal stutter on slower storage.

Typically GPU limited

RPG

Baldur's Gate 3

Act III is CPU bound; GPU load is moderate.

Typically GPU limited

RPG

The Witcher 3

Well behaved; ray tracing mode changes the profile completely.

Typically GPU limited

RPG

Starfield

GPU-hungry in cities; upscaling is close to mandatory.

Typically GPU limited

Racing

Forza Horizon 5

Efficient renderer with excellent frame pacing.

Typically GPU limited

Racing

F1 24

Ray-traced reflections are the main GPU cost.

Typically GPU limited

Racing

Assetto Corsa Competizione

Full grids are CPU bound; triple screens multiply GPU load.

Typically GPU limited

Simulation

Microsoft Flight Simulator

CPU and bandwidth bound at low altitude over cities.

Typically CPU limited

Simulation

Cities: Skylines II

Simulation thread dominates as city size grows.

Typically CPU limited

Strategy

Total War: Warhammer III

Unit counts drive CPU load; battles are the real benchmark.

Typically CPU limited

Strategy

Age of Empires IV

Late-game population is the limiter.

Typically CPU limited

Open World

Red Dead Redemption 2

Volumetrics and water quality carry the biggest GPU cost.

Typically GPU limited

FPS

Escape from Tarkov

Notorious frame time inconsistency on large maps.

Typically GPU limited

FPS

Helldivers 2

Particle-heavy; render scale is the strongest lever.

Typically GPU limited

VR

Half-Life: Alyx

Frame time budget is fixed by headset refresh rate.

Typically GPU limited

Competitive

Fortnite

Performance mode versus Lumen changes the profile entirely.

Typically CPU limited

Knowledge base

Frequently asked questions

Ten of the questions we answer most often about FPS, bottlenecks, thermals and upgrades.

View all questions →