MONSTER HUNTER RISE

MONSTER HUNTER RISE

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Capcom punishes you for playing on PC
I have an LG C1 120 TV, and I've tried playing a game at different frame rates, including 120, 90, 60, and 30 FPS. I found that on 30 FPS, the monster hits me less frequently and I can often walk away from the hit without dodging. At 60 FPS, the game feels a lot smoother than 30 FPS, but you need to use motion blur to make it feel like 120 FPS. The hitboxes at 60 FPS are decent, and you can see when the monster is going to attack, but the monster still misses often. However, at 90 or 120 FPS, the monster almost never misses, and you have to use dive or roll to avoid getting hit. Some people claim that this issue has been fixed, but I haven't been able to find a reliable source for this information. Additionally, those who claim the issue is fixed may be using a 60 FPS monitor or may not have high-end graphics to support higher frame rates.
Last edited by 不良ヌルポインタ; May 5, 2023 @ 9:35am
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Showing 1-15 of 32 comments
Senrezu May 4, 2023 @ 6:52am 
That was hard to read. Not sure if I understand correctly but... you blame your monitor for your failed dodges?
My friend plays at 140fps and has no problems. I play at 75 in the same matches as her and also have no problem.
This game along with many others do not have physics tied to the framerate. It's pretty rare for that to be a thing unless you're using a console like the nintendo switch.
The speed of the animations is not related to framerate in any way whatsoever aside from the fact that at 30fps you are getting as it says, 30 of the frames per second, compared to 120 or what have you.
This doesn't mean that the game is running 4x faster.
It means you're seeing 4x as many frames per second of the same exact thing.

I don't know how better to explain this but frankly I don't even know if I get what you're trying to say. What does motion blur have to do with making 60fps look like 120 fps? Do you know what motion blur is? I don't know what your first language is but I'm not judging I'm just saying idk if you understand what it is. It's smearing the image, usually this helps with motion sickness and stuff it doesn't do anything to the game at all it's purely visual.

I also wanted to say you can definitely just walk around to dodge the monsters almost always. Some atks you need to dodge some you can just walk diagonally away or whatever and they'll go right past.

Also I wonder did you try this with the same monster every time? Some monsters hitboxes are really bad and like 2x the monsters size in some places it feels like lmfao

final note: I'm sorry to say this but a TV is always going to be much worse than a monitor for games. They don't have the same refresh rate and usually they aren't really the resolution they say they are but are instead upscaled by the TV. I dunno your tv seems ok though from what I saw on google
Last edited by ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬; May 4, 2023 @ 8:02am
DOY May 4, 2023 @ 2:34pm 
combo charging takes are somewhat longer at higher framerates. Monster targeting is kinda fixed? The AI at high frame rate used to be aimbot and not stop tracking until just before they actually hit at higher frame rates. They kinda fixed this by making the monsters stop tracking sooner and ending up making the game flat easier as a whole. Lazy blanket fix.

There's issues with where iframe timings get tighter with more frames . A 30 fps evades is not quite the time frame of a 60 fps evade.

frame scaling is not perfect in this game, but it has nothing to do with motion blur.
Originally posted by DOY:
combo charging takes are somewhat longer at higher framerates. Monster targeting is kinda fixed? The AI at high frame rate used to be aimbot and not stop tracking until just before they actually hit at higher frame rates. They kinda fixed this by making the monsters stop tracking sooner and ending up making the game flat easier as a whole. Lazy blanket fix.

There's issues with where iframe timings get tighter with more frames . A 30 fps evades is not quite the time frame of a 60 fps evade.

frame scaling is not perfect in this game, but it has nothing to do with motion blur.
It is a lazy fix because you'll notice sometimes the monsters will just pause mid animation on your screen. I assume that it's catching up to the other player but the premise of OP post is totally wrong because game speed is not tied to frame rate that's some Pokemon type ♥♥♥♥. Then again capcom is WILD so who actually knows I swear every update randomly ♥♥♥♥♥ something up
Last edited by ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬; May 4, 2023 @ 7:40pm
Roachslayer May 4, 2023 @ 8:12pm 
my 5 year old ♥♥♥♥ box on a flatscreen runs just fine. Sounds like a skill issue
skald May 4, 2023 @ 10:53pm 
I thought we proved this like 2 years ago
TacoFox May 4, 2023 @ 11:11pm 
Oh kay...
Ragdoll May 4, 2023 @ 11:39pm 
I play at 100+fps and don't have any issues, just gotta practice more to get better
skald May 5, 2023 @ 2:51am 
Originally posted by Ragdoll:
I play at 100+fps and don't have any issues, just gotta practice more to get better
Try 30 fps, it's like playing in slo mo
I HeaR vOices May 5, 2023 @ 4:46am 
Played 30fps on switch just fine, playing on pc at 165fps just fine. Don't see a dif other than better visuals.
CookingMaMa May 5, 2023 @ 7:23am 
I tried to switch the monitor refresh rate from 60 to 120.
Still unable to understand your thread clearly.
Last edited by CookingMaMa; May 5, 2023 @ 7:23am
Originally posted by skald:
Originally posted by Ragdoll:
I play at 100+fps and don't have any issues, just gotta practice more to get better
Try 30 fps, it's like playing in slo mo
30 frames per second
60 frames per second
120 frames per second
Unless physics is tied to framerate which is the case usually in like turn based games but does happen in 3D games too, the only difference is that the monitor is receiving 30 more pictures per second. It will feel smoother and look smoother because there is more visual information but the game speed does not change AT LEAST AS FAR AS I KNOW. I could be wrong I'm not above it but I'm almost 100% sure its not because 60fps would literally move at 2x speed compared to 30fps, and it doesn't. 100+fps would be unplayable fast forward mode (compared to 30 or 60 or whatever the game was "based" at)
Last edited by ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬; May 5, 2023 @ 8:06am
Remi May 5, 2023 @ 9:27am 
Originally posted by ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬:
Unless physics is tied to framerate
Unless I'm mistaken the RE engine does have this "feature". Iirc knife damage in Resident Evil games scales with framerate as the knife hits for more total frames on higher fps counts. And Rise is running on RE engine, the correlation between monster tracking and higher framerate has been known for some time and Capcom seemingly fixed it.
Before the fix, playing at higher framerates caused the monsters' tracking to update more frequently and was thus much more accurate. You could dodge a Magnamalo tail beam at 30fps by walking to the side, at 60fps or higher it used to be impossible to dodge by walking before the tracking nerf.

I think Dark Souls 2 had a similar issue where higher framerates caused weapon durability to deplete faster because of more frames in which your weapon connects with hitboxes.
Last edited by Remi; May 5, 2023 @ 9:32am
Originally posted by Remi:
Originally posted by ◬ ☥ 𝕄𝕚𝕝𝕜 ☥ ◬:
Unless physics is tied to framerate
Unless I'm mistaken the RE engine does have this "feature". Iirc knife damage in Resident Evil games scales with framerate as the knife hits for more total frames on higher fps counts. And Rise is running on RE engine, the correlation between monster tracking and higher framerate has been known for some time and Capcom seemingly fixed it.
lmfaooooo that's awesome. I could see it being the case, then. That's hilarious. Good ol capcom
Cheshire May 5, 2023 @ 10:05am 
https://www.youtube.com/watch?v=XkT75Mmnom8

But the problem seems to be not completely solved, tracking on high fps is still there.
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Date Posted: May 4, 2023 @ 2:12am
Posts: 32