Is the reduction linear?
Where the GPU utilization is maxed out, yes. However, it's not maxed out as often as it was prior.
I'll have a look tonight but, IIRC, my CPU is waaaay underutilized. I'll also post some screen caps. ...way less work than making a video.
EDO has always had bizarre CPU utilization trends and it's going to look under utilizied on anything reporting CPU utilization unless you reducing the polling interval to ~100ms or so.
With Update 7 it seems to scale less well with cores than before. I think there is some sort of new scheduling or work distribution issue with the main game thread. It's much easier to become CPU limited, reducing the number of logical cores assigned to the came doesn't hurt performance until fewer than four cores are allocated (on my system) and during frame rate dips/stutters that were not present in Update 6, I see a secondary worker thread spike in CPU load while one of the render threads bottoms out.
Almost feels like they were trying to get the game to run better on min-spec systems, but just broke the thread syncronization in the process.