that makes no sense on a CPU bound game, we will see those results next week get ready with a face palm and egg
Okay fair enough, but isn't that's assuming the game is 100% CPU bound?
In other words, never stalls (pun not actually intended, but will run with it now) when it has to fetch textures?
Stalling and texture load speeds has been very much talked about recently because of the new consoles. So much so, that Nvidia announced their implementation of Microsoft's DirectStorage with great fanfare.
Point being, imagine a graph with multiple lows, like this one
(
https://www.thefpsreview.com/2020/08/21/microsoft-flight-simulator-2020-performance-at-4k/4/)
Obviously to tell the full story we would CPU plots at the same time, which that review didn't provide.
My point about texture load stalls was more if we imagine that the crash to 0 frames in the above was a texture load stall and all the other lows being CPU core 0 hitting the max.
However, later in the above review they do have taskman plots and the say SSD doesn't get hit that hard most of the time after take-off so maybe there are no texture load stalls after all.
Still, you'd think that MSFS 2020 is the kind of games which could actually benefit from 24GB and it may also appeal to the kind of person willing to spend £1500+ on the GPU alone.