tl;dr no new conclusion (cpu => 1 core only, gpu mostly underused, smoke kills gpu)
More interesting graph with the awesome
Process Explorer
Both graphs are in sync, over a spectate of 20min.
The colors on the
CPU Usage are for each core.
Pretty much only one core is used. The total never went above 25%.
This means my earlier comment about thread scheduling is somewhat false. Windows doesn't artificially make it look like the game is using more cores, it's just that it puts other running applications on the other cores. Or in case of i7, yeah it's actually putting each of the game 25% in 12.5% * 2 hyper-process (of the same core) or whatever the name. In practice the result is the same though and conclusion correct:
only single core performance matters for this game at all, and having
more than 2 cores is totally irrelevant except for streaming or other stuff next to it.
RAM 1.8 GB constant, the
max for a 32 bit app... Yeah this is getting old.
IO at the start (loading) and end (saving replay). Not much to say,
good that there is no IO during the game (having to load stuff from the disk would be pretty bad). I guess it's storing the additional data somewhere else in RAM and swapping it at runtime? I'm not really familiar with the mechanic to pre/reload more stuff when the 32bit limit is reached.
The 2 gaps to 0% in the early are when I paused the game (through the app to freeze the process).
GPU load typically
100% at the start and then gets lower.
CPU can't get higher at the same time since it's
already maxed on 1 core, but that means
fps gets lower, and particularly goes below the critical threshold of 60fps, which is really where optimization should be aimed at.
Well, it goes below 60gps for my CPU that is. And that means the most recent such as 6700K (or older 4790K, how is it so good??), whilst not that much better, would maybe allow to keep it above the critical 60fps mark all the time, which would change everything, in regard to fluidity, and more importantly when considering streaming at a true 60fps which is currently impossible for this game otherwise. That said since I'm already at 4.35 GHz so this is not even sure.
What's interesting is the
VRAM collapse from 1.9 GB at the start to then averaging 1.0 GB for the rest of the game. wtf?? This doesn't seem to match what GPU-Z reported for VRAM earlier though and will need more testing.
System GPU memory is always like 60MB whatever that changes.
Last note, multiple times the
GPU load went back to 100%, it was when there was
smoke (and sometimes I zoomed it on it). It killed my fps, fully loaded GPU, and significantly reduced CPU (we can see those better on the CPU graph), GPU being the main limit in this rare case.
Basically that is
really bad, because it means I'd have to decrease AA to keep a constant framerate for the rare occurrence of smoke, when it's already not using my GPU the rest of the time. There really should be a separate setting to reduce only the smoke details.
Finally, running threads during the game :
The number of them doesn't matter so long as they depend on each other, or are dedicated to (too) small tasks. Total around 24% CPU at that time.