I'm on a GTX 780, which isn't *that* much slower compared to a Titan. The problem is that the 150-ish FPS it gives with single-core rendering is not useful, since it's a best-case. The minimum FPS can drop down to 60 in many situations, and the GPU isn't even getting used at all when that happens. In those situations, the bottleneck is the CPU, which seems to be the reason why enabling multicore rendering gives such a huge performance boost in this game. I can drop the graphics quality settings down to minimum and it doesn't help a bit in those situations.Chief Blur Buster wrote:On the other hand -- If you are playing on a GTX Titan, and just 4X AA (or less), you can easily get 150fps+ with single core rendering.
This game is quite light on GPU usage (most maps are very well hand-optimized, using manually placed visleafs, where stuff that you don't see isn't even considered for rendering,) which means that uncapped frame rates will be CPU bottlenecked at some point, especially since the network engine also eats up quite a bit of CPU.
If you fall below 128FPS, your hit registration is going to suffer, unless you're playing on servers with a tick rate of 64. This is much, much worse than multicore rendering's slightly higher input lag. Consider that an AWP flick-shot is in the ballpark of 2-3ms. This is a muscle-memory reflex, where times are really that low. In many occasions, 60FPS Twitch.tv broadcasts of top-level tournaments are not even able to capture these shots.