To be honest I dont understand what the values are in the Video - text is small and hard to read.
It's a 4k video, and needs to be watched at that resolution for the text to be clear.
If you go to twelve minutes exactly you can see where a single thread is stalling the entire game, causing the GPU queue to bottom out. That window is a 94 millisecond slice of time, where the main game or render thread is only ~75% loaded across that duration.
All I can say that the CPU is not working at max power in EDO on my system - at least thats how it looks
Doesn't mean it's not CPU limited.
Even ~80% load on a single core (an intermittent ~6% aggregate load on an 8c/16t part), averaged out over a single second polling period, can be representative of a thread that is choking the entire game due to a clear CPU limitation.
I did find this video - a cmdr with a much faster PC - using V-Sync at 75hz I think - and the same picture GPU and CPU looking do be in low usage.
Odyssey is CPU limited at any sane resolution with any top-end GPU in most surface CZs. Even my tuned 7800X3D setup, while significantly faster than any of the other systems I have on hand, is still extremely CPU limited in large settlement CZs: https://forums.frontier.co.uk/threa...vs-ryzen-7000-series-etc.608969/post-10166337
Aggregate CPU usage says nothing, even per-core usage says very little if the polling rate isn't fast enough to catch spikes. If the game isn't at 97%+ GPU load and doesn't have a frame cap, it's CPU/memory limited.
As every CZ is different I would say you cant really compare any results - we would need a fixed reproducable CZ run in game as benchmark
High intensity CZ at similar settlement sizes and types are reasonably consistent. The suit tutorial, while not as CPU limited, is almost perfectly repeatable.