It's barely touching my CPU (i7-3930K @ 4.2GHz), but then that is likely due to the "bottleneck"
* of it not using my GPUs/SLI well.
Monitoring overall CPU load is a useless metric, unless it is in the high 90s. Monitoring load of single cores can also be misleading, as Windows (and other monitoring) is only showing an average over a certain interval, while the thread scheduler is moving threads between cores. So the only reliable metric is GPU load, when not using SLI. Since SLIs scaling is way below 100% in games, you basically cannot determine the bottleneck without the usage of specific dev tools. Even if you could, there is probably nothing you can do about it anyway. Nvidia dropped SLI support for all non-low-level APIs and kicked the ball to the dev side for all low level APIs.
Several years ago some driver dev at Nvidia mentioned in a forum post, it is kind of a wonder that SLI is performing the way it does. Because the API calls from game engines are often incredibly messy and Nvidia had to work out this mess on the driver level (hence "SLI Driver Profiles"). Which seems to be rather suboptimal.