(Look at top left corner GPU monitoring)
I have no clue why this does happen, in technical terms it doesn’t even make sense and it might be reason why some MOSFET’s are going to card heaven by putting sudden random voltage load in the coils by looking at certain angles multiple times randomly.
I don’t know why this is happening at this specific frame and possible thousands of other angles ingame. But it makes no sense to my rendering knowledge.
PROBLEM: Looking at this specific frame causes the card to go dormant/undervolted from 1.1 to 0.7. Everything starts dropping, FPS drop from 120+ are forced down to 30-35. The Clock drops, the Wattage consumption drops and the Fans shutdown.
Now the weird thing is… This image rendering has absolutely no sense why it would drop or force the card to “chill” when it’s actually a more complex scene than looking at the ground/sky or even around!
So here’s the logical Paradox:
- Looking at the sky, or ground which has the SAME scene complexity for the GPU, has the GPU running at high clock speed which makes it deliver a steady 140+ FPS. Looking pretty much anywhere that delivers with MORE render complexity also has high/steady FPS’s because it forces the clock speed to go up to render.
The Paradox - Yet all the time I look at this particular angle I lose a good 300% FPS which in normal technical terms emphasizes that 1) Either the GPU is under stress by the rendering complexity and the FPS’s are dropped because the GPU cannot keep up with the rendering, but that means the clock speed and voltage are at their maximum OR 2) The FPS’s drop because the card goes in idle state, the voltage drops, the clock drops and therefore the FPS’s drop.
Now the thing is… I don’t know why this specific angle is forcing the card to go idle (or lose FPS’s without the clock @ max (??) ) when the scene complexity is the same as looking down on Y axis or anywhere else where there is small rendering to be done.
Can someone else try to reproduce my exact location found in the video and confirm this also? I am pretty sure this is embedded in the engine/DirectX call…