I have Arch linux with kde plasma. Now the problem is, i play Ark survival ascended, and its wery demanding game. But for some reason only 80% of my gpu is used. In cs go 2 its also using 80% of my gpu in game but thats fine because it gives me 300+ fps so i dont complain about not using my gpu to the max. But in menus and settings of cs go it ramps up to 99% usage, while in ark it stays to 80% even in menus before game starts. Pc specs: Radeon rx 6800xt Ryzen 9 5950x Ddr4 64GB 3200MHz Ssd 2TB PS Corsair 1000W
There can be many different reasons. As others have noted, the by far most likely cause is that the game is CPU bottlenecked. Ark is built with Unreal Engine, so that’s a quite likely explanation, given that Unreal’s architecture really likes to put all the game logic on a single CPU core.
Ark exposes Unreal’s
stat unitgraphconsole command. Run that in the in-game console to see what part of the game takes how long for each frame. (See: https://ark.fandom.com/wiki/Console_commands#Stat) If either Game or Draw (or RHI, but I don’t think Ark has an RHI thread, it’s Unreal version is too old afaik) is taking longer than GPU, then you have your explanation, namely that the GPU is waiting for the CPU to catch up.There would also be other possible explanations, for instance CPU/GPU waiting for each other. This can for instance happen if the game uses scene captures. (I don’t play Ark, so I don’t know if they do - typical use-cases for scene captures would be mirrors, or rendered player portraits). The CPU might request a Scene Capture, is then waiting for the GPU to complete it, then does CPU stuff with its result while the GPU is waiting for work, and only later submits the next frame for rendering… I don’t know how to diagnose this in Unreal without having access to a development build though.
What I could also imagine is that the numbers shown by the program you are using aren’t taking every kind of GPU activity into account. Might be that they only show load on Vector/Scalar units, and count stalls caused by (GPU-)memory access as “idle”. But that’s just a guess… With the
radeontopcommand you can get a bit more information. (https://archlinux.org/packages/extra/x86_64/radeontop/). Just make sure to run it on a second screen, or to access it via ssh, such that the game has mouse/keyboard focus - otherwise Unreal might reduce framerate.And last, but not least: There is always the possibility of a driver bottleneck. I have faint memories (but no link any more…) that the AMD Linux drivers bottleneck at very high FPS. I might remember wrong, but iirc the FPS numbers at which that shows were extremely high - way above of what any display could process, and way above what any actual game could realistically deliver.
csgo is a notoriously cpu-bound game. i hear ark is as well.
this is particularly noticeable at very high fps like you seem to have.
csgo is a notoriously cpu-bound game. i hear ark is as well.
I don’t know about Ark, but CS2 fixed the overreliance on CPU with the new engine, so its more evenly balanced between CPU and GPU. Notably, it also wouldn’t really make sense for it to be a consistent 80% limit, so its something about the OS or the hardware rather than anything game-specific.
Yea ca go works great and i dont have a problem with it. But in Ark i need that gpu to work full power because game is wery heavy and i dont have high fps in it. Strangest thing is just two days before today i was playing cracked version of the game and it used my gpu to 99% so its not about my cpu or something. Now that i bought the game legaly i have this 80% usage and lover fps. 😵💫
I would guess, the game Ark is not just rendering a scene but all the other parts like CPU is also used. And the game logic itself tries to balance its usage or GPU is limited by the CPU or RAM speed in example. While the menus you was talking might not have any fps limits, and doesn’t use anything other than the GPU (for the most part) and renders as much as it possible can. Edit: OK I didn’t read properly… So the 80% of Ark is in the menu too? Well maybe the game has builtin limits in the menu, and CS:GO does not.
BTW for that reason I recommend fps limits or any sort of VSync. Some games allow limiting the framerate in menus separately from the ingame. If I’m not mistaken Marvel Rivals is such a game that allows that.
CS2 has an option to limit fps in menus separately as well. Really important to put on
Just noticed I still say CS:GO. :D Edit: To add something more of a value to this (mine) reply, limiting framerate in menus will not stress your GPU for no reason, and also don’t waste power if that is important too; for money or for mobile hardware in example.
Where does it tell you what % of your GPU is being used?
I have a system monitor widget set up for this on KDE
Neat. What’s it called? I wonder what system functions it calls on the backend.







