GeForce RTX 5090, How to

Why the RTX 5090 Has Enough VRAM and Raw Horsepower at 4K (and Why You Can Still Stutter)

Why the RTX 5090 Has Enough VRAM and Raw Horsepower at 4K (and Why You Can Still Stutter)

The RTX 5090 has more than enough VRAM and raw GPU horsepower to drive modern games at 4K with high or ultra settings. For a lot of mainstream AAA titles, it can happily push native or DLSS-boosted 4K with ultra textures, heavy effects and ray tracing without running out of memory. When you see stutter or hitching on a 5090-class card at 4K, it’s usually not because the GPU “isn’t strong enough” – it’s because of CPU bottlenecks, streaming, bad sync, or poor settings choices.

This is a perfect support piece for your optimisation hub on rtx50series.co.uk, backing up messages like “high average FPS ≠ genuinely smooth gameplay” and “cinema-level visuals with stable frametimes”.


1. What “Enough VRAM and Raw Horsepower at 4K” Actually Means

When we say “the RTX 5090 has enough VRAM and raw horsepower at 4K”, we’re talking about three separate things:

  1. VRAM capacity
    • Big enough to hold:
      • 4K (or higher internal) resolution buffers
      • Ultra textures
      • Ray tracing data structures
      • Post-processing buffers
    • Without constantly swapping data back and forth to slower system RAM.
  2. Memory bandwidth & architecture
    • The speed at which the GPU can feed all those shaders, RT cores and compute units.
    • This is what lets ultra textures and RT effects stay sharp and responsive instead of smearing or popping in.
  3. Shader / RT compute power
    • Enough CUDA/RT/Tensor grunt to:
      • Render modern scenes at 4K
      • Run ray tracing at sensible presets
      • Process DLSS / AI upscaling / frame generation
      • All at playable frame rates.

On a 5090, that typically means:

  • You can run 4K with ultra or near-ultra image quality in most modern titles.
  • You can keep textures on Ultra and geometry on High/Ultra without saturating VRAM.
  • You can afford Quality-mode DLSS for frametime headroom instead of using it just to survive.

So when a game still stutters on this kind of card, the bottleneck is almost always somewhere else.


2. When the 5090’s VRAM Is Not the Problem

Here are classic symptoms where VRAM is not your limiting factor, even if the game feels bad:

  • GPU utilisation is low or bouncing around (40–70%)
  • 1 or 2 CPU cores are pegged near 100% during busy scenes
  • You get stutters:
    • When entering a dense city hub
    • When lots of AI or physics kicks off
    • During cutscene transitions
  • The game still hitches even if you lower texture quality

That last one is the big clue: if dropping textures doesn’t help, it’s rarely a pure VRAM issue. You’re much more likely dealing with:

  • CPU bottleneck (simulation, draw calls, AI)
  • Shader compilation stutter
  • Asset streaming from storage
  • Bad sync / V-Sync / VRR configuration
  • Background processes (launchers, overlays, cloud sync)

The 5090 has enough headroom that ultra textures + 4K are often the least of your worries.


3. How to Check if VRAM Is Actually the Limiting Factor

To see if VRAM is the culprit, use your overlay (e.g. Afterburner, vendor tool or in-game metrics) and watch:

  • VRAM usage
  • GPU utilisation
  • Frametime graph

VRAM-related issues look like this:

  • VRAM usage is right at the limit and flapping (e.g. 98–100%)
  • You see:
    • Textures popping in late
    • Brief freezes when turning quickly in dense areas
    • Frametime spikes whenever you enter a new scene or area
  • Dropping texture quality one step makes both VRAM and stutters improve noticeably.

If you’re nowhere near VRAM saturation and you still stutter, the 5090 is doing fine – it’s the rest of the chain (CPU, storage, engine, OS, driver, display pipeline) that needs attention.


4. Smart Ways to Spend 5090-Class Headroom at 4K

Because the RTX 5090 has the VRAM and raw power to push 4K, you can afford to be picky about where you spend that budget.

4.1 Always spend on textures first

At 4K:

  • Textures: Ultra / Very High should usually be your priority.
  • VRAM on a 5090 can comfortably hold high-res textures for modern AAA games, especially if you’re not maxing everything else blindly.

Sharper textures:

  • Make environments, clothing, terrain and props look genuinely “next-gen”.
  • Are extremely noticeable on 4K OLED/IPS panels and large 4K TVs.

Even if you have to drop some other settings, don’t sacrifice textures first on this card.


4.2 Spend on geometry and world detail second

Next, invest in:

  • World detail / geometry quality
  • Draw distance / LOD distance

On a 5090 at 4K, you can usually keep:

  • World detail: High or Ultra
  • Draw distance: High (sometimes Ultra if a game is well optimised)

This stops far-away objects from popping and keeps vistas feeling truly “4K cinematic”.


4.3 Use ray tracing selectively, not ego-maxed

The 5090’s RT and Tensor resources mean you can use sensible ray tracing at 4K, but that doesn’t mean you should slam everything to Psycho:

  • Turn ray tracing On, then:
    • Drop global RT quality one notch below max
    • Disable ultra-exotic modes (“RT at every pixel”, path tracing in super-heavy areas) unless the game is still rock-solid.

Let the 5090 show off:

  • RT GI
  • RT reflections in key scenes
  • RT shadows where they actually matter

…but don’t throw away frametime stability for an RT tier you can’t even see during normal play.


4.4 Use DLSS for frametime breathing space, not survival

On lower-end cards, DLSS is often a lifeline. On a 5090, it’s more of a tool for smoothing the experience.

At 4K, your default should often be:

  • DLSS Quality (or equivalent)
  • Native 4K if the game runs beautifully and your lows are strong.

Quality mode:

  • Preserves the “4K” look on the panel.
  • Frees up enough GPU budget to:
    • Knock down RT hitches
    • Reduce 1% low dips
    • Make demanding sequences (storms, big fights, city hubs) feel smooth rather than spiky.

Balanced is there if you really need it, but on this class of GPU, Quality at 4K is usually the sweet spot.


5. Why You Still Stutter on a 5090 at 4K (Even When VRAM Is Fine)

If the card isn’t running out of VRAM or raw shader grunt, but the game feels awful, the culprit is almost always elsewhere.

5.1 CPU bottlenecks hiding behind high FPS

On a fast 4K rig, you’ll often see:

  • GPU usage: 60–80%
  • One or two CPU threads: pegged near 100%
  • Stutter in:
    • Busy cities
    • Dense crowds
    • Large open-world hubs

In this situation:

  • Lowering GPU-centric settings (textures, basic effects) doesn’t really help.
  • You need to cut CPU-heavy options:
    • Crowd density
    • View distance / object density
    • Certain forms of shadows and reflections
  • And accept that even with a 5090, the CPU sets the ceiling in open-world or simulation-heavy games at high refresh.

5.2 Storage and streaming

On a card this strong, the GPU can easily outrun slow or fragmented storage:

  • Games installed on a HDD or an old, nearly full SSD
  • Asset streaming that can’t pull in data fast enough at 4K

Symptoms:

  • Freezes or micro-freezes when entering new districts
  • Textures taking a second to sharpen
  • Smooth FPS counter, ugly frametime spikes

Fix the underlying storage:

  • Use a fast NVMe SSD for main AAA titles.
  • Leave decent free space for the game and OS.
  • Avoid having heavy background file operations (downloads, virus scans, cloud sync) while you play.

5.3 Bad sync and frametime handling

Even a 5090 can feel bad at 4K if:

  • VRR is off or misconfigured
  • V-Sync is stacked in multiple places (driver + game + TV “smoothing”)
  • You have no FPS cap and the GPU is bouncing wildly

You want:

  • VRR (G-Sync / FreeSync) enabled
  • One V-Sync controller (usually On in the driver, Off in-game)
  • A cap a few FPS below refresh (e.g. 117–118 on 120 Hz)
  • Optional: NVIDIA Reflex On / On + Boost in supported titles to cut input lag

Only once the sync chain is clean will the 5090’s power translate into what you actually feel on screen: steady, fluid motion.


6. A Ready-Made “5090-Class 4K AAA” Profile You Can Reuse

Here’s a settings template that respects the fact the 5090 has plenty of VRAM and horsepower, while still protecting frametimes.

Display & driver

  • Resolution: 3840×2160
  • Refresh: 120 / 144 Hz
  • VRR: On (G-Sync / G-Sync Compatible / FreeSync)
  • V-Sync: On in NVIDIA driver, Off in-game
  • Power management: Prefer maximum performance
  • Low Latency Mode: On

In-game

  • Textures: Ultra
  • Geometry / World detail: High–Ultra
  • Draw distance: High
  • Ray tracing: On, one step below max
  • Shadows: High
  • Volumetrics: High
  • Screen-space reflections: High, not insane max
  • DLSS: Quality (Balanced only if needed)
  • Motion blur: Off
  • Film grain / DOF / chromatic aberration: Tone down or Off

Frame & latency

  • FPS cap:
    • Cinematic: 70–90 FPS
    • Hybrid high-refresh: 117–118 / 140–141 FPS
  • Reflex (if available): On (On + Boost for competitive modes)

This profile assumes the 5090 has the memory and grunt to keep textures and world detail high, while trimming the “frame-killer” options just enough to give you smooth frametimes and strong 1% lows.

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