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Zgłoś problem z tłumaczeniem
Compare that with Cyberpunk 2077.
The load is heavier, but much better distributed.
(Current) Unity Engine.
Long answer:
Traditional game engines, like current Unity versions, tend to split the work per frame in dedicated threads. There is a thread for game logic, a thread for audio, a thread for rendering,...
That's not ideal, because that way your frame time ends up being limited by whatever thread has the most work to do, while the other threads are waiting.
This of course does not scale at all with increasing core counts, and the best a game developer can do with such an engine architecture is to work around it by manually managing background tasks - tedious and error-prone. That's why modern engines aim to parallelize at a different level. A very interesting approach is the Entity-Component-System architecture, which is for instance used by the (not yet production ready) Bevy Engine, or has been employed in Overwatch (just to name a famous game title I know is using ECS). It wouldn't surprise me if Cyberpunk 2077 would use this architecture as well.
Unity, by the way, is also getting an Entity-Component-System based architecture, which is implemented under the (also not yet production ready...) Data Oriented Tech Stack.
Would be interesting to do deep dive into their assets and code to see where things are going wrong performance wise. With a top-down camera seems like it would be easier to get a decent frame rate.
https://www.youtube.com/watch?v=IrYPkSIvpIw
CPU - not particularly taxed, no core is above 50-60%
GPU - at 24% utilization
So the GPU is getting drip fed and the CPU bottlenecking for whatever reason.
Since it was mentioned above, Cyberpunk stays pegged at monitor FPS cap on this machine for comparison.