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Did you make sure the power on the gpu is appropriately working?
You have your power profile set to Maximum Performance?
Battery and performance settings
Nvidia Global profile - Maximum Performance (and / or the monster hunter profile)
Does the game hit 60 fps with framegen with medium/low textures?
Wasn't an issue in tbe beta, I ran it all highest settings at 4k and had well over 60 fps, it's the same on my ally x and legion go.
And before anyone complains about using a handheld for pc gaming and tells me to buy a real pc, my desktop has a 9800x3d, rtx 5080 and 32gb ddr5 5600, the egpu is just for fun 😁
Defined this means, "External GPU"
As in this is not a graphics card plugged directly into a slot in the PC.
Now just a quick look around tells me that this is by itself a performance loss, average of ~30%!
Finally, how in the world do you arrive at 24 Gigs of RAM?
Well I will tell you how.
There is a single stick of 24 Gig DDR5 RAM in this Laptop PC.
Now that would be fine for entry level stuff but the issue is you cannot assume that this is optimal performance for a PC. Its been known for a while that when gaming you really should have 2 sticks of RAM.
Also for the love of PETE!
This is a laptop!
An of course its the games problem.
So easily summed up like this,
The Laptop the OP is using is not to be confused as even a standard off the shelf PC.
ITS NOT A PC, it is a laptop!
Its not even an optimal gaming PC, it is literally using an external extension port that the graphics card hooks into and thus it is well known that the performance of said graphics card is THROTTLED!
Furthermore it doesnt take a lot to look this stuff up on a search engine to get some basic run of the mill numbers for performance loss.
I wouldnt expect this laptop to be a real killer performer any numbers you find for a RTX 4070 will not be reflected by this laptop and it should be expected to be performing sub 30%+ less than any typical gaming PC would in similar scenarios.
Scubby Doo mystery solved.
Recently, after updating the Nvidia software, I managed to achieve nearly 60 FPS using the "Optimization" feature. However, this automatically sets many graphics options to low, which doesn't make sense since the CPU usage remains high, and the GPU still isn't fully utilized.
I know some might suggest the CPU isn't strong enough, but considering that the Z1E APU can run MH Wilds independently without an eGPU, it's hard to believe it's the CPU's fault. Moreover, I can play other AAA games perfectly with full GPU utilization—for example, Cyberpunk 2077 at 1080p with high settings and ray tracing enabled, consistently running above 70 FPS.
Lastly, I'd like to share an interesting workaround I discovered during my testing: If you suddenly increase all graphical settings in MH Wilds to extreme levels (DLAA, high ray tracing, etc.), the FPS will naturally drop dramatically (to around 8 FPS). But if you then revert to medium or high settings (or whatever your preferred settings are), there's a chance the CPU and GPU usage will balance out correctly (around 50% CPU and 90% GPU usage). Unfortunately, as soon as you move to another map or start a new mission, you'll have to repeat this process. It doesn't always work consistently and can be very tedious, so eventually, I stopped using this method altogether.
In my opinion, this issue is definitely related to the game itself, possibly how it handles eGPUs connected via USB4.
The game was made with DirectStorage and/or PS5 unified memory in mind.
https://developer.nvidia.com/blog/gpudirect-storage/
So more than likely the external pipeline is causing higher CPU runtime for IO access as well as gating what the GPU can do.
Edit: Have you tried changing the pagefile to 12,500?
Link for an optimization guide with instructions on the pagefile: https://www.reddit.com/r/ROGAlly/comments/14knztg/ally_optimizations_on_your_end_and_what_we_need/
Your explanation sounds very reasonable to me. However, I doubt changing the pagefile size would significantly help with this issue. Perhaps I'll just leave it for now, as it seems there's not much we can do about this problem at the moment. Anyway, thank you for your suggestion.
The biggest common issue with modern games 2024/2025 that are multi-platform are games with large textures that use Virtual Memory, Page File, DirectStorage, and Unified Memory.
Consoles have these features build in. PC users have to use a combination of a fast NVME/SSD cache that's stored on their OS drive + Page file for system virtual memory that's usually stored on their OS drive (and usually set to only 4-7 gb by default), and the gpu's memory.
In addition the game will create their own precompiled shaders that are supposedly optimized for your specific gpu / cpu hardware.
So the nvidia app cache (shader cache) is located on the OS drive
The GPU memory is located on the GPU
Precompiled shader is located in the game directory
Your Pagefile (system virtual memory) is located on the OS drive.
Each of these are different buckets that are needed to render shaders and textures in real time. The IO can be heavy and create massive Page Faults. Page faults are when a program attempts to access data or code that's not available in the physical memory.
More than likely if you use latency monitor while playing Monster Hunter Wilds you'll see significant page faults.
https://resplendence.com/latencymon Free software to check.
Increase your pagefile and shader cache for your GPU may help some of the issues.
You also might want to zero these out (disable them), then restart the pc. Then set them to a larger specified amount of GB (recommended for your ally is 12,500 versus the small default (half that))
Also adding the folder locations of nvidia localappdata to be excluded from your antivirus (window defender etc) might improve IO throughput.
If you are switching between using your external gpu and internal gpu that might also be causing poor cache locations where the wrong location is being set.
Also if you ran the game internally first time and it precompiled shaders, then you ran the game with an external gpu without RECOMPILING SHADERS, the game isn't using your new external gpu shaders...
You need to recompile your shaders.