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New Monster Hunter Wilds Patch Lands To Address PC Performance Issues

Cpt.Jank

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Monster Hunter Wilds players on PC have recently had a bit of a rough time of things when it comes to performance, with the game's recent Steam reviews seeing a number of players complaining about random stutters, FPS drops, and a general lack of optimization. Even gamers playing on relatively high-end recent GPUs, like the AMD Radeon RX 7900 XT report that their experience has been tainted by poor performance, even if the actual game content is good. With the latest Monster Hunter Wilds patch, though, Capcom is attempting to address those performance issues—and the resulting slew of negative reviews—as announced today in a post on X.

While there are new monsters, weapons, cosmetics, equipment, and other in-game content, the majority of the focus of the 1.020.00.00 update (full notes here) is on those performance updates. Capcom has changed the way shader compilation works, now making the CPU-intensive task take place the first time you run the game after an update as well updated a slew of upscaler and frame generation changes, primarily adding DLSS 4 and FSR 4 support for GPUs newer than the GeForce RTX 2000 series and AMD Radeon RX 9000 series. The new fix also allows players to mix upscaling and frame generation methods, which should allow players to better tune the game's visuals and performance. Additional fixes to the game include reduced VRAM usage from texture streaming and a more accurate calculation of estimated VRAM consumption. Steam users also now get a notification upon launching Monster Hunter Wilds if they are running an unsupported operating system or out-of-date GPU drivers, or if they are running the game in compatibility mode.


  • Warning dialogue now appears when trying to launch the application when your GPU drivers are out of date, your OS is not supported, or you are currently using compatibility mode.
  • New customizable keyboard configuration controls have been added.
  • DLSS 4 and FSR 4 is now supported for graphics upscaling. DLSS 4 requires an NVIDIA RTX 2000 series or higher GPU, and FSR 4 requires an AMD Radeon 9000 series or higher GPU.
  • NVIDIA DLSS now supported for multi-frame generation in the frame generation graphics settings. If you are using an NVIDIA RTX 5000 series or higher, you can set the frame increase to 2-4 times, or to "NVIDIA DLSS Auto" which dynamically turns the frame generation function on or off depending on the load.
  • The upscaling and frame generation settings in the graphics settings have been separated, so frame generation can now be set regardless of the upscaling setting. For example, with NVIDIA RTX 3000 hardware, you could potentially choose NVIDIA DLSS upscaling with AMD FSR frame generation, and other similar mixed settings.
  • Adjusted the amount of VRAM used with texture streaming, resulting in reduced overall VRAM usage.
  • Fixed an issue where the Estimated VRAM Usage in the Display/Graphics settings was calculated lower than the actual value. (As a result, the estimated VRAM usage will appear higher, but thanks to a separate optimization, actual VRAM usage has been reduced, so the current minimum and recommended system requirements remain unchanged.)
  • Fixed an issue where the VRAM usage displayed incorrect values for the Distant Shadow Quality option in Graphics settings.

As far as the player reception goes, there have been a number of players in the Steam reviews reporting a notable increase in the game's framerate, with many saying the latest update has salvaged the experience for them. Of note, though, is that there appear to still be some optimization issues for a handful of players, at least if the Steam reviews are anything to go by. Unfortunately, the game's recent review score still sits at an "overwhelmingly negative" on Steam, with only 12% of the reviews in the last 30 days being positive.

View at TechPowerUp Main Site | Source
 
I take this as a reminder that Unreal Engine 5 isn't the only engine that has been pushed past its sweet spot.
Luckily Capcom will soon move to an engine that seems more appropriate for an open world
 
The game is clearly not ready to be sold. It’s pushed out prematurely, hence, the terrible performance. I did not buy the game, but looking at the demos, I feel the graphics looks dated but yet it’s super demanding when it comes to hardware requirements. I question if it’s really worth having slightly better graphics for materially worse performance.
 
Game uses Crapcom's inhouse RE Engine, which is fine, for most of their single player hollow place horror game, but it's just not for multiplayer crowded adventure title.
Latest update did bring some improvement, but it sooo insignificant at best, meh if you consider they take months just for that, REFramework beat 'em on day 1.
 
Well, I have seen a marginal improvement at least. Less stutter and I gained a whole 3fps in select areas on native rendering with FSR AA. Soo that is something I guess...?
 
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