A bottleneck is not a permanent defect
Every scene has one component that takes longer and limits the next frame. If the CPU cannot prepare game logic, physics and draw calls in time, the GPU waits. If the GPU takes longer to render, the CPU has headroom. The limit can change when entering a city, enabling ray tracing or raising resolution.
Intel explains that no CPU and GPU pairing is entirely free of limits. The useful question is whether the slower component prevents your target performance in the games you play.
The clearest test: lower resolution and repeat
Temporarily disable V-Sync and frame caps. Choose a repeatable scene and note FPS, frame time, GPU usage, per-core CPU usage, temperatures and clock speeds. Then reduce resolution or render scale substantially without changing the scene.
A clear FPS increase points mainly to a GPU limit. Little change with spare GPU capacity points towards the CPU, the engine or a hidden cap. Total CPU usage can mislead because one saturated thread may hold the game back while the average reads 40%.

Which settings separate CPU and GPU load
Resolution, shadows, reflections and ray tracing commonly load the GPU. Crowd density, draw distance, physics and simulation can demand more from the CPU. This is not absolute, so change one setting at a time and repeat the same path.
A GPU holding around 95 to 100% usually signals a graphics limit unless VRAM, temperature or reduced clocks interfere. Our guide to how much VRAM you need separates memory from rendering power. If stutter appears in new areas, check shader compilation.

Why a calculator cannot diagnose your PC
A calculator combines component models and returns one fixed percentage. It does not know the game, scene, settings, memory, thermal state or frame-rate target. It may flag an obviously unbalanced purchase, but it cannot diagnose a live system.
Before replacing hardware, verify temperatures, power modes, drivers, memory channels and background tasks. Then decide from the repeatable test. At 4K the GPU commonly carries more load. At 1080p and high frame rates, CPU limits are easier to expose.
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