01 · Normalize parts to a 0–100 index
Each CPU and GPU is projected onto a 0–100 performance index per workload (gaming, productivity, streaming, AI) and per resolution (1080p, 1440p, 4K).
The index is a weighted blend of measured benchmarks: PassMark single- and multi-thread for CPUs; FP32 TFLOPS, VRAM size, and memory bandwidth for GPUs. Weights shift by workload — gaming favors single-thread; productivity favors cores and multi-thread; AI favors VRAM headroom.
02 · Compute a balance ratio
Once both parts are normalized, the engine computes the ratio of CPU index to GPU index and compares it against a target ratio for the chosen resolution and workload. 4K gaming has a GPU-heavier target; 1080p high-FPS gaming has a CPU-heavier target.
Pairings within a ±15% tolerance band are classified as balanced. Heuristic precision below that magnitude would be false confidence — we don't report it.
03 · Predict FPS with a three-tier fallback
For top games, the engine looks up the closest matching CPU + GPU + resolution + preset benchmark in our games-FPS database. The result carries a confidence indicator:
- HIGHExact match in measured benchmark data.
- MEDIUMSame parts, different resolution or preset — interpolated.
- LOWNo matching benchmark — estimated from performance indices alone.
Every FPS prediction in the result panel is tagged with its confidence so you can tell measured truth from estimated estimate.
04 · Recommend the smallest upgrade that helps
When a build is bottlenecked, the engine scans every part of the same kind in the catalog and ranks them by FPS-gain-per-dollar. We surface the single best swap, not a wall of options — most users want one decision, not a comparison spreadsheet.
Why this beats the competition
Most bottleneck calculators on the internet output one opaque percentage and nothing else. We output a verdict, FPS predictions per game, a performance grade, a PSU sizing, a confidence score, and a concrete upgrade — all anchored on real measurements you can verify on the data sources page.
Engine version: V0.1 · Bench-anchored. The methodology is open: every coefficient and threshold lives in the project repository.