I get 60 FPS in 4K on my 6900XT in on-foot CZ. But do have a 5900X, maybe that helps?
It does, a lot. Vermeer (desktop/non-APU Zen 3) is faster clock-for-clock, than Skylake or it's direct successors (6th through 10th gen Intel) and a 5900X will boost at least a couple hundred MHz higher than Koben's 7820X.
Alder Lake (12th gen Intel's P-cores) is about the only decisively better gaming CPUs than Vermeer, currently. Similar IPC, higher boost clocks, and better potential memory performance. Haven't had the chance to test one in Odyssey yet, however.
High per-core performance is also a bit more necessary for AMD GPUs in this game, because NVIDIA has better threaded D3D11 drivers. It's not a huge advantage, but it's enough that my RTX 3080 is faster than my 6800 XT when placed in my 3950X system, but the opposite is true in my 5800X system.
ETA: @Morbad made a few posts regarding CPU bottlenecking - perhaps they might drop in and add a few more words of wisdom here, apparently windows Task Manager is way too slow to show the issue.
Seems that way... 8 Threads might be what Cobra engine can handle at once.
The game is moderately well-threaded at this point, but once you achieve a fairly modest level of aggregate CPU performance, you will still be limited by the two or three fastest cores running the main game and render threads. Once you get to 6c/12t, 8c/8t, you want faster cores, not more of them.
Also, Task Manager and most other apps only poll every 1-2 seconds and report the average number of non-idle cycles over that period. This will obfuscate CPU limitations from highly transient loads. On top of that, the Windows scheduler likes to bounce loads between cores, which can further muddle things.
EDO does have some very spiky load on it's main threads that can be the limiting factor to performance, but is also short enough to not register as 100% load on any logical core unless you use tools with very high polling rates. MSI AB can poll at 100ms intervals and this will reveal occasional spikes to 100% load, while stuff that polls Windows' own event tracing can grab data at one-millisecond intervals, which will generally show periods of 100% load on the main game thread, every single frame, if GPU utilization is less than 99-100%.
There are also some other oddities, namely an intermittent 91 fps cap, that doesn't seem to be caused by any hard utilization limit.
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