Digital Foundry: Monster Hunter Wilds PC Title Update 4: Improved Performance, Better 8GB GPU Support... But How?

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Or is it just one of Phil's balls in my throat?



Capcom has put its hand up and said that improvements need to be made to the PC version of Monster Hunter Wilds - and in Title Update 4, there's a genuinely better experience, even for those with 8GB graphics cards. However, as Alex discovers, it's not exactly a free lunch...


00:00:00 Introduction
00:01:36 Patch Visual Differences
00:04:43 Patch Performance Differences
00:07:40 Conclusion
 
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8 to 9% improvement in general traversal and around 20% improvement in the settlement area over using the uncompressed texture mods which improved performance from the base game.

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This video feels like a rushed assignment Alex turned in before going on a Christmas holiday.
 
"Optimization" for 8GB of VRAM:

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This video feels like a rushed assignment Alex turned in before going on a Christmas holiday.

He didn't even test CPU performance, Daniel Owen saw lower CPU performance after this patch on 5600X:

 
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So in reality, Capcom did no optimizations.
They just reduced geometry detail and made it that when the GPU is out of vram, it just doesn't even try to load any texture.
 
So in reality, Capcom did no optimizations.
They just reduced geometry detail and made it that when the GPU is out of vram, it just doesn't even try to load any texture.
There's no optimization to be had. They would have to gut and rework the entire game, streaming and geometry system, assets, size and boundaries between biomes and more. RE Engine just isn't fit for huge worlds like DD2 or MHW. It's tailor-made for smaller ones like Pragmata or DMC.

People who thought they'd get a performance overhaul were out to lunch.
 
There's no optimization to be had. They would have to gut and rework the entire game, streaming and geometry system, assets, size and boundaries between biomes and more. RE Engine just isn't fit for huge worlds like DD2 or MHW. It's tailor-made for smaller ones like Pragmata or DMC.

People who thought they'd get a performance overhaul were out to lunch.

There are some simple things they could do.
One is to do what modders have done and allow the game to decompress it's textures. This alone brought big improvements to performance without sacrificing texture loading.
The other is to remove Denvo, as this causes an overhead.
 
So with this update + uncompressed texture mode the game should be ok now? The engine looks like it has been struggling with texture management since day 1 and they barely made any progress, but with newer games keep pushing higher and higher quality assets and RT that eat up more ram, it has completely broken.

Not sure why they get such high praise for a lot of their PC ports. TAA barely work until they ditch AMD sponsorship and adapted DLSS, their post processing pipeline is very low quality, just look at those dithering in the hair in sf6; even sf5 running on UE4 looks a hell lot cleaner and sharper. SSR is still dog shit even to this day. To fix the hair and SSR, you have to use hair strand and RT reflection and the RT is still very low sample and sometimes look worse than their SSR.
 
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