How it works
CPU-bound and GPU-bound describe where a specific workload waits. The processor handles game logic and command preparation; the graphics processor executes graphics work. If one stage takes longer, another may wait. Neither label permanently describes the whole computer or every game you install.
Important differences and limits
A monitoring percentage needs context. CPU load is often averaged across cores, hiding a saturated thread inside a modest total. GPU activity may fall because of a frame limiter, loading event or processor work. Temperature and power limits can change the result during a longer session.
A useful practical check
Use a repeatable scene and remove an intentional benchmark frame cap only when appropriate. Compare frame times after lowering resolution or graphics effects. Watch individual CPU threads and GPU busy time where supported. Repeat in a demanding scene before deciding which settings or component to change.
An example in practice
If a deliberate 60 FPS cap keeps the GPU partly idle, that alone does not demonstrate a CPU bottleneck. The computer may simply be meeting the requested target. Compare a controlled uncapped test before interpreting unused graphics capacity.