Counter-strike 2 Limited Test Build | RTX 3090 | 4K | 1280 x 960 | 5950X | Ultra & Low settings
Without recording add up ~2-5% of performance when gpu is at 95-100% usage.
In this video i decided to test counter strike 2 beta and compare it with counter strike global offensive (csgo).
For both comparisons, cs2 and csgo, i used offline practice, deathmatch free for all mode with medium difficulty bots in de_dust 2 map.
Timestamps
00:00 4k Ultra settings
04:30 4K "competitive" settings
08:35 1280x960 low settings
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For recording i used Nvidia Shadowplay.
Shadowplay settings:
3840x2160 resolution;
Framerate: 60;
Bitrate: 70mbps.
PC info:
cpu: AMD Ryzen™ 9 5950X;
gpu:GeForce RTX™ 3090 GAMING OC;
ram: G Skill TridentZ 64gb DDR4 3200 Mt/s (4 sticks, dual channel, quad rank)
tCL16, tRCDWR15, tRCDRD15, tRP15, tRAS34, tRC75, tRFC (ns)250, tRFC400;
mobo: ROG Crosshair VIII Hero X570 (WI-FI);
soundcard: Creative Sound BlasterX Ae-5 ;
cpu cooler: NH-D15 chromax.black;
pc case: Corsair 780T;
psu: Corsair HX1200 Platinum 1200W;
Operating system: Windows 10 Pro.
All 5950x settings were set on AUTO.
All 5950X settings were set on AUTO (in other words completely stock), amd virtualization feature has been enabled in the bios, nvidia resizeable BAR is enabled.
My motherboard's AUTO disables PBO by default. Power limits set to its defaults
PPT - 142W;
TDC - 95A;
EDC - 140.
"GAME VRAM USAGE" also known as "Process VRAM usage" - shows how much vram current running process (in this case this game) requires, others likes to call it "dedicated vram usage".
"TOTAL ALLOCATED VRAM" - shows how much of VRAM is allocated from all programs in windows, windows itself, if opened - web browsers, spotify, discord, etc. Also allocation increases from multiple monitors as well, so the more monitors and with higher resolution are connected the higher allocation will be.
(This value is the same as in windows task manager, under GPU tab "Dedicated GPU memory usage")
Regarding the whole VRAM usage debate, none of these two values shows true game VRAM requirements and when it will start to starve of VRAM deficiency. And there are no ways to truly know it unless you test with less VRAM, but usually its impossible to test with same GPU as there are no ways to artificially limit VRAM usage. These values are more suited as guidelines rather than definitive proof, but usually performance starts to drop, when game has saturated 100% of "Total allocated VRAM" and it will have issues when "Process VRAM usage" will be at 100% of total GPU VRAM buffer.
The monitoring program used in the top left corner is MSI Afterburner On Screen Display + Rivatuner Statistic Server. The actual overlay was displayed using "RTSS overlay editor" and not from MSI afterburner.
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