The short answer
Check in-game FPS and its cap first. If the target is not met, identify the GPU the game actually uses and compare its rendering load with CPU logical-processor activity. Then test a relevant CPU setting, GPU selection or power condition one at a time.
Need a different check? Find a related guide or tool →Choose your symptom
- The game holds your target FPS at its cap — Low utilization alone does not require a change.
- FPS misses the target and some CPU threads are busy — Compare one available CPU-related game setting.
- A discrete GPU shows 0%, but another GPU runs the game — Confirm both number and name before changing GPU preference.
- Both readings are low and FPS remains low — Check other caps, foreground state and power conditions.
STEP 1: Compare gameplay FPS with its target and cap
- Use an available in-game FPS display or performance monitor during normal gameplay. Record the game’s FPS limit and V-Sync setting. A lobby or paused screen may use a different limit, so compare the same playable scene.
- Illustrative example: your target and cap are both 60 FPS, gameplay stays near 60 and there are no hitches. GPU use around 40% is not itself a problem. Investigate CPU/GPU constraints when the target is missed or movement causes drops.
Result and next action: If the game meets the intended target smoothly, no utilization fix is needed. If a lower cap blocks the target, inspect that cap before blaming hardware.
Results that did not fix the problem help the next reader too.
STEP 2: Record the actual game GPU and CPU load together
- Press Ctrl+Shift+Esc and find the game in Processes. Use the GPU engine number, then inspect that GPU’s name and 3D graph in Performance. A different GPU at 0% does not establish that the game is not using graphics hardware.
- In Performance → CPU, right-click the graph and choose Change graph to → Logical processors where offered. The overall average can hide uneven work. Switching away from the game can reduce load, so treat the readings as observations rather than a conclusive diagnosis.
Result and next action: Keep the FPS, cap, GPU name/number and CPU pattern from the same scene. A busy logical processor is a clue, not proof that the CPU is the only limitation.
Results that did not fix the problem help the next reader too.
STEP 3: Compare a CPU setting or the confirmed GPU choice
- If CPU work is a candidate, lower one available setting such as draw distance or NPC density and compare FPS in the same scene. Separately compare a background recording/video app by closing it normally; let updates finish. Avoid changing a whole preset.
- Only if a multi-GPU PC is confirmed to run the game on integrated graphics, inspect the game under Windows Settings → System → Display → Graphics. Record its preference, choose the intended High performance GPU, save and restart the game. Recheck the actual GPU and FPS.
Result and next action: Judge the result by FPS and responsiveness, not a required rise in GPU use. Restore a change that does not help before the next comparison.
Results that did not fix the problem help the next reader too.
STEP 4: Check power and rendering load when relevant
- On a laptop, check its power connection and Settings → System → Power & battery → Power mode. If it is saving power, compare Balanced under the same conditions and keep the previous setting. If performance remains abnormal, use the manufacturer’s power and temperature guidance.
- If the actual game GPU’s 3D load is high while FPS misses the cap, compare rendering load using the related low-FPS guide. A low percentage by itself does not prove a driver fault or justify replacing the GPU.
Result and next action: Record game/version, target and actual FPS, cap, CPU pattern, GPU identity and each comparison. Persistent symptoms need that context before further changes.
Results that did not fix the problem help the next reader too.
When low GPU usage is normal
- An illustrative 60 FPS target, 60 FPS cap and stable 60 FPS with no hitches leaves no reason to raise GPU usage just because it reads 40%. If you want a higher target, first check the game’s cap and display refresh rate.
- For a 120 FPS target with a 60 FPS limit, examine the game limit, V-Sync and any known driver-level cap. Change only the relevant setting. Average FPS and occasional freezes are different symptoms; use the stutter guide for momentary hitches.
Keep the measurement tied to the game
- Record FPS during actual play with the game’s display or an available monitor. Use the same scene, not a pause menu. Keep the FPS cap and V-Sync state in your notes.
- If needed, expose GPU engine through the Processes column headings. Match the number with the GPU name in Performance. GPU 0 is not guaranteed to mean integrated graphics on every PC.
- Inspect the relevant 3D engine and CPU logical-processor graphs. Task Manager’s overall GPU percentage represents its busiest engine, which may include work other than game rendering. Returning focus to Task Manager can also change the game workload.
Example readings and the next comparison
- These numbers are illustrative, not benchmark results. Target 60, cap 60 and actual 60 with about 40% 3D load: no change needed if play is smooth. Target 120, cap 60 and actual 60: inspect the limit first.
- Target 60, cap 120 and actual 45 with CPU average 35%, some logical processors near 90% and the game GPU near 35%: CPU-side work is a candidate. Compare one relevant setting; the readings alone do not prove the cause.
- Actual 45 with integrated GPU near 90% and a discrete GPU at 0%: inspect which GPU runs the game. Actual 45 with the correct discrete GPU near 96%: investigate rendering load rather than trying to raise utilization.
- Actual 45 with low CPU and GPU readings: the cause is still unclear. Check another cap, whether the game became a background window and its power conditions.
Test CPU-side work without changing every setting
- Confirm that a cap below your target is not the explanation. At the same slow scene, record whether CPU work is uneven while the game GPU has spare capacity.
- If provided by the game, compare one draw-distance, NPC-density, object-count or simulation-quality setting. Keep its original value and restore it if unhelpful. Skip options the game does not offer.
- Close one optional recording or video app normally and compare again. Let an active update finish rather than interrupting it. Improved FPS does not require GPU usage to rise by a particular amount.
Choose another GPU only when the evidence supports it
- Match the game process’s engine number with the GPU name. An idle discrete GPU can coexist with a game running on integrated graphics; idle does not mean broken.
- On a multi-GPU Windows 11 PC, select the game in System → Display → Graphics, inspect its options and the GPU named for High performance, then save. If you need to add a desktop app, identify the game executable rather than choosing only its launcher.
- Close and reopen the game, then recheck the actual GPU, FPS and 3D load in the same scene. Restore the original preference if the change does not help. A single-GPU PC does not need this comparison.
If FPS and both utilization readings stay low
- FPS fixed at a particular value: inspect game, V-Sync, driver and lobby-specific limits. Change one only when it conflicts with your intended target.
- Laptop on battery or saving power: confirm the appropriate power connection and compare Balanced power mode where available. Watch temperature and battery use; use manufacturer guidance for abnormal behavior.
- GPU load drops only when Task Manager is in front: prioritize an in-game FPS reading or observe from another display if available. Do not diagnose the running game from an idle/background snapshot.
- The actual GPU is busy: use the low-FPS guide to compare render resolution. GPU selection and power look appropriate but the issue began after an update: record game/Windows update timing and driver version, then use the driver guide.
Protect saves and keep changes reversible
- Do not chase 100% GPU utilization when the game already meets your target smoothly.
- Do not disable security, overclock or buy replacement hardware based on one utilization snapshot.
FAQ
I get 60 FPS at a 60 FPS cap and only 40% GPU use. Is that bad?
If 60 FPS is your target and play is smooth, low utilization alone needs no repair. If you want a higher target, check the cap and display refresh rate first.
CPU average is only 30%. Can it still limit FPS?
The average can hide uneven work across logical processors. Compare their graphs with the cap and actual game GPU, then test one relevant setting instead of treating the average as proof.
My discrete GPU shows 0%. Is the game ignoring it?
You may be inspecting another GPU or engine, or the game may reduce work when it loses focus. Match the game’s GPU engine number to its name and 3D graph.
Does High performance GPU preference improve every PC?
No. It is a comparison for a PC with another suitable GPU when the game is using the unintended one. Restart and verify the actual result; a one-GPU PC may have nothing to switch.
FPS is high but the game briefly freezes. Is low GPU use the cause?
A high average and brief hitches need separate checks. Record when the pauses occur, including first visits and loading, and use the stutter guide rather than assuming the utilization figure explains them.
Japanese version of this page · Report an error
Sources and editorial notes
English edition of our Japanese guide, including its detailed comparisons. Microsoft explains GPU counters and graphics resources. The comparison order and numerical examples are editorial guidance, not measurements from a tested PC or proof of a fault.
Microsoft DirectX: CPU and GPU constraintsMicrosoft DirectX: GPU numbers and engine readings in Task ManagerMicrosoft: per-game graphics preference in Windows 11Microsoft: CPU cores and logical processors in Task ManagerMicrosoft: Windows performance and power-mode considerationsSteam Support: in-game performance monitor