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Rapporter et problem med oversettelse
Other games have had similar things. Building decay in Conan Exiles, for example.
I remember playing RDR2 at 1440p/60 on my old Vega 56.
https://www.youtube.com/watch?v=MrUJJgppMn4
Hopefully it gets fixed becuase Rurikhan has 24GB of VRAM and you can see at about 02:44 in his review that the terrain looks PS3-like.
https://youtu.be/MRznCDK-xWU?si=VVZWcuNcDaqdJeTK&t=164
Furries love slop
There are some areas that look better in Wilds, like the crystal caves, and effects like electric discharges lighting up areas at night look pretty impressive, but even in these moments, the game feels terrified to ever have a second color on the screen at the same time; you're just seeing only purple or only blue instead. It's outright bizarre.
In some cases Wilds looks better and in other cases it looks worse, but in all cases it runs like a dog compared to World. That's the main issue. People here try and strawman but it doesn't hide the reality. The game is in a rough spot right now.
And that's without getting into the things we lost like the canteen, hunter language, hub, etc.
https://www.reddit.com/r/MonsterHunter/comments/1iln2e9/wilds_graphics_are_blurry/
Bethesda faced a similar challenge with Fallout 76. While the Creation Engine has always been serviceable for single-player open-world games, introducing multiplayer functionality created severe technical constraints. Instead of designing an engine built for online play, they had to retrofit 30+ year old system, leading to higher system requirements and technical limitations. The result? Fallout 76 barely looks better than Fallout 4, yet demands significantly more power just to maintain stability.
Both cases highlight a fundamental truth: an engine’s design philosophy matters more than raw hardware power. When developers push an engine beyond its intended purpose, performance suffers, and the extra system requirements often yield diminishing returns. At some point, it’s more effective to overhaul the technology, like Rockstar with RAGE, continuously evolve an engine to meet new demands instead of forcing it into roles it was never meant for.