Monster Hunter Wilds

Monster Hunter Wilds

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So why does this game run so bad on mid tier gaming pc
Just curious cause I just watched this video with a 3060 12g rtx and ran a unreal engine 5 game mid/high settings almost native 60fps which the game looks crazy amazing and monster hunter wilds doesn't even compare and runs like dog crap and have to run framegen to run decent on mid tier systems.

https://www.youtube.com/watch?v=BAoG90UZW5U&t=184s
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Showing 1-15 of 24 comments
Khanjima Apr 25 @ 3:42pm 
The DRM they use, which idk why they keep using it Denuvo hardly puts up a fight for piracy
Originally posted by Khanjima:
The DRM they use, which idk why they keep using it Denuvo hardly puts up a fight for piracy

Ya just watch another video with Oblivion Remake on the same system and mid/high settings with same results. The remake looks pretty dang good too.
Ottomic Apr 25 @ 7:50pm 
It's not about the DRM. It's never about the DRM.

This game has three big problems:

#1: It's made on the REengine. REengine is not a very good engine when it comes to very detail dense, big levels. It doesn't mean it can't do big levels, because Rise looks okay and doesn't look like a PS3 launch title, but it was not made for games like these, and critically, these shortcomings were never addressed in the first place either. Wilds on the other hand has...

#2: Some seriously misguided art direction. In an effort to make the game look ReAlIStIc and gritty, they leaned super hard on graphical effects that makes the game look like a ♥♥♥♥ smear half of the time with sandstorms, tropical downpours, electric storms, volcanic eruptions, and simultaneously load the levels chock full with a ton of minute tiny detail that gobbles up performance in detriment of everything else. The result is a game that would already look wonky and amateurish, and then is also designed to look like crap on top of it. Which leads us to...

#3: A big optimization problem. Capcom seems to essentially have built this game to the current trend (look at like, 90% of the Unreal Engine 5 games in the market now) of going super hard on the lighting and ambient effects without any regard to ensuring it's a product that can work on most current computers, instead leaning on framegen, supersampling and the advent of (very expensive) 10+ GB VRAM cards and expecting those will carry the game's performance in lieu of actually ensuring even performance across the board.

You are right in that there is absolutely no reason why a 3050 shouldn't be able to deliver graphics on par if not better than World's, and realistically, there's no reason it shouldn't. But capcom decided it wasn't worth optimizing their game so it looks ok in like 80% of the current GPU market.

So, in closing, this is an artistically misguided game, incompetently developed on an engine whose very obvious limitations were never addressed, and catered to specifically either barely working on consoles, or only able to look acceptable on a 4070 super or above. And they slapped a $70 price tag on it, and people just lapped it up for a nice 65% steam review score, because if there's something PC gamers are good at is to find excuses to justify dropping $1500 on a new GPU to play a game that looks like ass most of the time.

Don't blame it on denuvo.
Last edited by Ottomic; Apr 25 @ 7:55pm
JPM岩 Apr 25 @ 8:43pm 
Originally posted by Ottomic:
It's not about the DRM. It's never about the DRM.

This game has three big problems:

#1: It's made on the REengine. REengine is not a very good engine when it comes to very detail dense, big levels. It doesn't mean it can't do big levels, because Rise looks okay and doesn't look like a PS3 launch title, but it was not made for games like these, and critically, these shortcomings were never addressed in the first place either. Wilds on the other hand has...

#2: Some seriously misguided art direction. In an effort to make the game look ReAlIStIc and gritty, they leaned super hard on graphical effects that makes the game look like a ♥♥♥♥ smear half of the time with sandstorms, tropical downpours, electric storms, volcanic eruptions, and simultaneously load the levels chock full with a ton of minute tiny detail that gobbles up performance in detriment of everything else. The result is a game that would already look wonky and amateurish, and then is also designed to look like crap on top of it. Which leads us to...

#3: A big optimization problem. Capcom seems to essentially have built this game to the current trend (look at like, 90% of the Unreal Engine 5 games in the market now) of going super hard on the lighting and ambient effects without any regard to ensuring it's a product that can work on most current computers, instead leaning on framegen, supersampling and the advent of (very expensive) 10+ GB VRAM cards and expecting those will carry the game's performance in lieu of actually ensuring even performance across the board.

You are right in that there is absolutely no reason why a 3050 shouldn't be able to deliver graphics on par if not better than World's, and realistically, there's no reason it shouldn't. But capcom decided it wasn't worth optimizing their game so it looks ok in like 80% of the current GPU market.

So, in closing, this is an artistically misguided game, incompetently developed on an engine whose very obvious limitations were never addressed, and catered to specifically either barely working on consoles, or only able to look acceptable on a 4070 super or above. And they slapped a $70 price tag on it, and people just lapped it up for a nice 65% steam review score, because if there's something PC gamers are good at is to find excuses to justify dropping $1500 on a new GPU to play a game that looks like ass most of the time.

Don't blame it on denuvo.
Wilds I dont think was ever trying to be gritty or realistic, that was World and its famous Call of Duty pallet. Wilds is trying to be LESS realistic.
L:D Apr 25 @ 8:50pm 
Ottomic just nailed it but there's one more difference between MH wilds and Clair.
One is delivered by Capcom, which doesn't give a ♥♥♥♥ for consumers and are desperate to fulfill shareholders expectations. Another is Sandfall, an indie soft house that need to care about the game they're delivering because they don't have shareholders to stuff money up into their asses to rush an game so they can make more money.

Capcom is more than competent and have more than enough money to deliver an better MH wilds, but they wouldn't because they know rushing the game would make the shareholders happier and they would sell anyway.

The lesson you all should learn from this is, just play better games.
Originally posted by clumzylerch3000:
Just curious cause I just watched this video with a 3060 12g rtx and ran a unreal engine 5 game mid/high settings almost native 60fps which the game looks crazy amazing and monster hunter wilds doesn't even compare and runs like dog crap and have to run framegen to run decent on mid tier systems.

https://www.youtube.com/watch?v=BAoG90UZW5U&t=184s

RE issues aside

3060 is not even kind of mid tier.

and as for 33, it literally has the same draw distance as Alien isolation which is about 60 meters. Not even kind of comparable.
Ottomic Apr 25 @ 9:01pm 
Originally posted by JPM岩:
Wilds I dont think was ever trying to be gritty or realistic, that was World and its famous Call of Duty pallet. Wilds is trying to be LESS realistic.

Lmao what

You realize this game looks either beige or so dark you can't see ♥♥♥♥ like, 95% of the time, right? The Balahara chase with its 50m visibility, the strobes-at-night doshaguma fight, the uth duna fight where you can barely make its silhouette in the middle of a pouring rainstorm, it's up to the point where some dark-ish fights like the nerscylla or barina ones feel like a breath of fresh air because phew, at least you're not straining your eyes to just figure out what the ♥♥♥♥ is it you're fighting.

Unless there's a MASSIVE turnaround in the art direction somewhere after the Oilwell Basin (which is where I just stopped), I believe there's absolutely no area in Wilds that can look even similar to its World counterpart in terms of color, lighting, or detail.
Last edited by Ottomic; Apr 25 @ 9:16pm
Lumen Apr 25 @ 9:37pm 
Your 3060 was allways low end. Even when it was not 2 generations of graphic cards behind.
L:D Apr 25 @ 9:59pm 
Originally posted by Lumen:
Your 3060 was allways low end. Even when it was not 2 generations of graphic cards behind.
And still can run an good optimized game on 1440p 60fps.
Lumen Apr 26 @ 4:38am 
Originally posted by L:D:
Originally posted by Lumen:
Your 3060 was allways low end. Even when it was not 2 generations of graphic cards behind.
And still can run an good optimized game on 1440p 60fps.
And every future game will not be optimized. Have fun coping.
Originally posted by L:D:
Originally posted by Lumen:
Your 3060 was allways low end. Even when it was not 2 generations of graphic cards behind.
And still can run an good optimized game on 1440p 60fps.
But what about an normal optimized game on 1440p 60fps? Or an poor optimized game on 1440p 60fps? There is a reason why performance is measured against the actual demanding games rather than theoretical "optimized" games
Originally posted by Khanjima:
The DRM they use, which idk why they keep using it Denuvo hardly puts up a fight for piracy

It has nothing to do with the DRM
Lumen Apr 26 @ 4:52am 
Originally posted by アンジェル:
It has nothing to do with the DRM

However the drm checks became so anoyingly slow they become a issue.
I could probably play a medium map of minesweeper while the initial check.
Originally posted by Lumen:
Originally posted by アンジェル:
It has nothing to do with the DRM

However the drm checks became so anoyingly slow they become a issue.
I could probably play a medium map of minesweeper while the initial check.

How? The initial check I know takes just a second. It is just about 6 kilobytes after all.
Lumen Apr 26 @ 5:04am 
Originally posted by アンジェル:
How? The initial check I know takes just a second. It is just about 6 kilobytes after all.
Oh I noticed the game no longer uses the shadercache for me for some reason.
At least it doesen't show in steam/download that it allocated space for it.
That would explain the 2-3 minute startup. I also no longer get a progress bar for it, like I used to.

I give a new gfx driver a try or cry a bit later about it.
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Date Posted: Apr 25 @ 3:26pm
Posts: 24