Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp
Unreal Engine Performance Guide - GPUOpen
GPU Performance vs. CPU Clock Speed - The Elder Scrolls IV: Oblivion CPU Performance
AMD Mantle Demo - Game still GPU-bound with CPU cut in half to 2GHz