Monday, July 30th 2018
Capcom to Gamers: Monster Hunter World PC Port is CPU Heavy
Capcom's, Monster Hunter World, which has already proven to be a rousing success on console, will release on PC as of August 9th. With the release date fast approaching, the performance of the games PC Port has begun to surface online. The game is regarded as being rather demanding on hardware considering what is on offer visually. However, one of the major reasons for that is how Capcom's MT Framework engine, which powers the game, works.
As explained by William Yagi-Bacon, Capcom USA's vice president of digital platforms and marketing, on the Resetera forums, Monster Hunter World and by extension the MT Framework engine, uses the CPU quite heavily. The game loads the entire level into memory while maintaining a wide range of interactions and calculations between the player and environment. As a result, it can effectively load all eight threads of an Intel i7 7700K at 4.4 GHz. Meaning older CPUs will likely struggle, being the limiting factor when paired with newer higher end graphics cards."To eliminate interstitial loading during active gameplay, MHW loads the entire level into memory. In addition to managing assets loaded into memory, it keeps track of monster interactions, health status, environment/object changes, manages LOD & object culling, calculates collision detection and physics simulation, and tons of other background telemetry stuff that you don't see yet requires CPU cycle. This is in addition to supporting any GPU rendering tasks.
"While the MT Framework engine has been around for ages, it does a good job in distributing CPU cycles and load-balancing tasks across all available cores and threads. The engine itself is optimized for x86 CPU instruction set, is highly scalable, and loosely speaking, is platform agnostic regardless of PC or console platform so as long as it conforms to the x86 instruction set."
As pointed out by PC Gamer, the game will still be quite demanding on the graphics card. Performance at the highest settings with the resolution set to 3840 x 2160 averaged somewhere around 20 FPS on an i7 7700k + GTX 980 Ti system. To get the game playable at those settings will likely require a GTX 1080 Ti. Even then, it seems likely that there will be the odd frame drop or hiccup depending on the hardware of the system.
It was also noted in their opinion that they expected better framerates, as the visual quality compared to the PS4 Pro was fairly similar. In regards to the various graphics presets, the difference between them was minor and generally wouldn't be as noticeable unless pushing higher resolutions. When testing the game with the i5 2500k and a GTX 970 PC Gamer, noticed severe stuttering at medium settings. It seems the venerable processor may need to be retired if your looking to spend a great deal of time with Monster Hunter World.
Sources:
Resetera, Fluffyquak, PC Gamer
As explained by William Yagi-Bacon, Capcom USA's vice president of digital platforms and marketing, on the Resetera forums, Monster Hunter World and by extension the MT Framework engine, uses the CPU quite heavily. The game loads the entire level into memory while maintaining a wide range of interactions and calculations between the player and environment. As a result, it can effectively load all eight threads of an Intel i7 7700K at 4.4 GHz. Meaning older CPUs will likely struggle, being the limiting factor when paired with newer higher end graphics cards."To eliminate interstitial loading during active gameplay, MHW loads the entire level into memory. In addition to managing assets loaded into memory, it keeps track of monster interactions, health status, environment/object changes, manages LOD & object culling, calculates collision detection and physics simulation, and tons of other background telemetry stuff that you don't see yet requires CPU cycle. This is in addition to supporting any GPU rendering tasks.
"While the MT Framework engine has been around for ages, it does a good job in distributing CPU cycles and load-balancing tasks across all available cores and threads. The engine itself is optimized for x86 CPU instruction set, is highly scalable, and loosely speaking, is platform agnostic regardless of PC or console platform so as long as it conforms to the x86 instruction set."
As pointed out by PC Gamer, the game will still be quite demanding on the graphics card. Performance at the highest settings with the resolution set to 3840 x 2160 averaged somewhere around 20 FPS on an i7 7700k + GTX 980 Ti system. To get the game playable at those settings will likely require a GTX 1080 Ti. Even then, it seems likely that there will be the odd frame drop or hiccup depending on the hardware of the system.
It was also noted in their opinion that they expected better framerates, as the visual quality compared to the PS4 Pro was fairly similar. In regards to the various graphics presets, the difference between them was minor and generally wouldn't be as noticeable unless pushing higher resolutions. When testing the game with the i5 2500k and a GTX 970 PC Gamer, noticed severe stuttering at medium settings. It seems the venerable processor may need to be retired if your looking to spend a great deal of time with Monster Hunter World.
68 Comments on Capcom to Gamers: Monster Hunter World PC Port is CPU Heavy
There are complaints about occasional very heavy stuttering. Together with the comments from Dev it's likely a problem with asset streaming and probably related to storage rather than anything else. I am also sure it will get patched out quickly.
console using same uarch as PC processor
check that PS4/XBONE CPU using APU from FX-era able to run
and now you say that i7 7700k paired with 980 Ti barely run ?
We have to see how it goes with driver optimization .
I play all my games at 4k no problem because some stuff is useless at 4k and some effect after certain levels don't make any difference visually.
Just saying: Consoles, even the PS4 Pro, render the game at 1080p without heavy AA at ~30FPS
So, quadrupling the resolution, using higher AA and presumably more details/effects than the consoles offer as well as running on a less optimized-for-the-hardware operating system (as in, more tasks that run in the background which are simply not present on consoles) and you still need only roughly 3 times the performance for that FPS?
Well, where is there a reason to whine? I don't see any.
But the 7th gen Intel reqs are silly.
Monster Hunter Wold has medium size locations connected with narrow corridors. That doesn't make sense why old or low cores CPUs can't run it.
What's next Telltale games require 12 cores? :laugh:
7700K runs in circles around the CPU inside Xbox One X and PS4 Pro. It's probably 3-4 times as fast. Those console chips are closer to dualcore pentiums (2c/2t with low clocks) in terms of power or FX4000 series aka 4c/4t.
Still dev's can get alot out of those consoles because of to-the-metal access and very good optimization. Especially PS4 exclusives have amazed me.
"How about practical performance? I switched to my native resolution of 2560x1440 and switched settings to the "High" preset, but disabled the variable resolution option to keep the game locked at 1440p. With this configuration, the game looks and performs great. The difference between Highest and High is minor, and I got between 45 and 60 frames per second, which felt perfectly responsive on my G-Sync monitor."
www.pcgamer.com/monster-hunter-world-pc-system-requirements/
On a laptop (parts would be 5-15% slower then their desktop counterpart)
On a PC with an i7-7700HQ, a GTX 1070, and 16GB RAM, I get something like 45 fps on average with some five-frame dips during combat on the ‘highest’ preset at 1920x1080
edit: I mean, everyone knows the 1060 6GB and 1070 are like the "go to" cards for stable 1080p gaming (and even a little higher in the 1070's case). Nothing runs this badly with them. THE WHOLE POINT of these cards is do this well.
This is a bigger joke than that Batman port that pissed everyone off not long ago. Little effort was put into this.
Other than maybe more than 1 patch to optimize the game because i'm sure we will get multiple patch .
Yeah, it could just be a bad port anyway.