Each GPU and CPU receives a relative performance tier derived from public benchmark hierarchies and cross-checked performance patterns. The selected game contributes its own demand profile, base performance reference, competitive target, supported upscalers, ray-tracing behavior, and known engine constraints. The calculator combines those inputs with RAM capacity and resolution.
A large gap between the CPU and GPU tiers can indicate that one part will wait on the other. Resolution changes that balance: lower resolutions and very high frame-rate targets expose CPU limits, while 1440p, 4K, ray tracing, and heavier effects put more work on the GPU. The tool then adjusts the preset, textures, shadows, upscaling mode, and ray tracing to seek the best visual result near the target frame rate.
Results are estimates, not measurements from a physical copy of every possible PC. Drivers, cooling, game patches, background applications, and the scene being rendered can change real performance. Read the full testing and estimation methodology for the calculation rules and limitations.