Stripped down to its basics, a gaming performance bottleneck simply means one hardware component is single-handedly holding back your entire rig. If your graphics card can’t churn out pixels fast enough, then you’re GPU-limited. If your processor can’t feed data to the GPU fast enough, then you’re CPU-limited. Of course, modern game engines are incredibly complex. "CPU" and "GPU" bottlenecks are often just convenient labels for a massive web of interactions involving game render/simulation threads, draw calls, shader compilation, asset streaming, and system RAM/GPU VRAM management. For the eve