Monster Hunter: World Benchmark Performance Analysis 35

Monster Hunter: World Benchmark Performance Analysis

Performance, VRAM Usage & CPU Scaling »

Graphics Settings

  • The first settings screen deals with the usual monitor settings
  • As expected, the game has options to choose the screen resolution, but it really only supports 16:9. As you can see from my screenshots on the previous page, 16:10 (2560x1600) comes with black bars. The same will happen when a 21:9 monitor is used.
  • You can also toggle between fullscreen, windowed, and borderless
  • Vertical Sync can be disabled, and you may also adjust the FPS cap (30 FPS/60 FPS/No Limit)
  • The "Advanced Graphics Settings" screen gives you more fine-grained control over the graphics details and effects.
  • Resolution Scaling has the following options: Low, Mid, High, Variable (Prioritize Resolution), and Variable (Prioritize FPS); Unscaled 100% is "High" and not medium as some other sites suggest.
  • Volume Rendering Quality lets you adjust some kind of fog that's sitting over the whole scene. It's a huge FPS killer with about a 20% performance hit and limits what you can see, which is kind of important in a hunting game like this, so I turned it off for all benchmarks as it's definitely not worth it.
  • Anti-Aliasing options are Off, FXAA and TAA—all in all pretty standard.
  • LOD Bias (LOD = level-of-detail) gives you control over the LOD algorithm. LOD automatically reduces the polygon count of far away objects to improve performance. This option controls at which distance the various LOD-levels activate.
  • Max LOD Level can be toggled between -1 and No Limit, giving you an option to reduce the geometry details of the closest object, which has a huge effect on visual fidelity without a lot of a performance difference.
  • Foliage Sway does exactly what it says: it lets you turn off the permanent movement of grass-live objects, which can help with motion sickness.
  • SH Diffuse Quality. I'm not sure what this option does; it improves FPS by a bit with no visible difference (at least I couldn't spot any).
  • Dynamic Range is for when you have an HDR capable monitor.
  • Z-Prepass helps by first rendering the whole scene's geometry at a lower resolution without pixel shading into a Z-Buffer, thereby giving the engine the ability to discard geometry that's not visible to save on shading power.
What's really missing here is an option to adjust FOV, which is a bit too narrow in my opinion. Just as important for me is an option to disable motion blur, which seems to have become a new standard in games. The lack of 21:9 support will be a problem for some, but given the low market penetration of these monitors, its exclusion is not surprising.
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Dec 21st, 2024 12:13 EST change timezone

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