Above 60FPS, should it be kept?

I see your point however despite the game being able to show a large number of frames it still has stutter problems for example when I revolve the camera the FPS counter does infact read 60FPS but the game will stutter and give this weird pulling effect for a slight second this is I’m sure due to the CPU.

Here are the specs of the hardware I use for game production:

GPU: NVIDIA GeForce GTX 1050 (2GB of GDDR5 RAM) “Not overclocked I don’t like to overclock my GPU I don’t want it to blow up.”
RAM:8 GB DDR3 RAM
CPU: Intel Pentium G2030 3GHz per core
HDD: 1TB

Now there is a reason why I keep the CPU and that is for Optimization reasons when it comes to using hardware for optimization I prefer to use the weakest possible but at
the same time still capable of doing certain things like playing HD video etc, the game was originally started development with a AMD Radeon R5 230 than I switched to a
AMD Radeon R7 240 and the last AMD card was a Radeon R7 250.

Software optimization is something I can do just fine infact the 3D assets are all made with only the CPU with my own 3D software that I’m working made with open source
software I prefer to use my own over something like Autodesk because I have complete control over it and can make changes when ever needed overall its done with only the
CPU with little hit to performance even in 4K.

My games do a great job dedicating to the GPU and the only reason I would think the CPU would come to play is because of Grass everything else is all
well handled by the GPU the GPU has plenty of Horsepower that I have not even fully utilized and its all done with DirectX 11 this is crucial for me because
I don’t want to deal with DirectX 12 or Vulkan.

I am thinking about using Nvidia Turf effects to replace the textures grass foliage objects instead