It's finally happened... Monster Hunter Wilds PC System Requirements Analysis

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Monster Hunter Wilds PC benchmarks will have to wait until the release date, but for now we have the official system requirements, and they look troubling. Is your PC ready?
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recommended settings being 60 fps with FG enabled at 1080p medium... that's insanely bad

MrFloribe
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Frame gen in a timing based precision game like monster hunter is wild.

WhatAMagician
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Really hate this trend. Depending on FG/Upscaling is so lazy

theSkarekro
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That better be the best looking medium setting I've ever seen.

TrollingJar
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When the requirements are wilder than the monsters

ktvx.
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Yes, can't wait to play MH, 1080p 60 @ medium on my 4K OLED with frame gen for all that extra latency on a game that heavily relies on dodge timings, honestly bravo developers

Ruinya
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It's so insane that developers are pursuing visuals at the sake of performance when the difference between "ugly" and "jaw-dropping" has never been smaller.

raymondstewart
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It's one thing to rely on upscaling, but frame gen is something else entirely. Frame gen should be considered a luxury for those who can computationally afford it.

fffrrraannkk
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We're back in 2002 minimum settings 720p upscalled wtf

darkrazor
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I miss the good old days when high system requirements meant good graphics. I guarantee you that game will look just like any other blurry TAA modern game.

WrexBF
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The problem isn’t a “cpu bottleneck” it’s an engine threading bottleneck. In many cases, older engines have limited or inefficient thread partitioning and synchronization between rendering threads, responsible for controlling the various rendering loop passes that are issuing instructions (fixed function and shader programs) as part of the visual pipeline, and threads responsible for game world and object graph state. To scale across multiple CPU threads to keep the GPU pipelines fed, you have to do a lot of careful and granular thread synchronization that’s incredibly sensitive to cascading latency injection (e.g. stall on one thread stalls a bunch of others due to locks). This is why game engines are exceedingly cache sensitive as the more dependent shared data can be maintained in low-latency memory, the less chance of a stall waiting for fetches from main memory.

The issue with older engines is they were never optimized for 8+ threads looping over huge object counts while maintaining 60fps minimum. You can pile in all the fancy shaders and scene details you want, and the GPU will happily spit out beautiful results, but if those onscreen objects are interactive and need interacting state management, you’ll quickly find yourself thread bound if the engine (and your code using said engine) doesn’t have an appropriate scheme for threading and synchronizing those operations. To make matters worse, you end up in a nasty feedback cycle of update queues, deferred updates, etc., where in busy high interaction scenarios, frame rates will plunge. And there’s nothing you can do about it without either scaling back the object count or reworking the engine (which will lead to a cascade of game code and design changes).

This stuff is seriously “non-trivial” to address, which is why engine development has become increasingly specialized over the past 15 years. It’s also why you see studios dropping their own in-house engines, because the engineering required to overcome these challenges has to be decoupled from the rest of game development. Furthermore, when building a game, you really need to select the engine carefully based on capabilities, and not be hemmed in by “it’s our in-house engine, no licensing required” type thinking, or you run the risk of ambitious design leading to a need to use crutches like frame generation.

To be clear, it’s not “optimization” in the traditional sense that’s the problem. Companies are continuing to use engines that are simply not up to the task of what the game designers are asking of them. To put it another way, these engines are simply obsolete. The problem is that a well intended GPU feature now allows for papering over these problems, which really is concerning. Where upscaling helped reduce GPU pipeline contention, frame generation literally inserts frames. The intent with frame generation was to smooth out frame pacing and generation, not address obsolete engines being asked to do more than they’re capable of. Gamers AND game developers should absolutely push back on this nonsense.

smakfu
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Imagine targeting 30 fps at 1080p in 2024 lmao

petyavodolaz
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Using frame gen to reach 60fps feels worse than just having it turned off.
I wonder if they even tested what they put on this chart.

Littahe
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Jesus, Capcom didn't learn anything with Dragon's Dogma II. If this is what they are asking on PC, it will run absolutely garbage on consoles too. It's really impressive how game companies help me save money by guaranteeing I will only buy their games on sale a bare minimum a year later, after they have actually optimized their games and fixed their bugs.

VitorHugoOliveiraSousa
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Why is anyone surprised? When World was released on PC it literally didn't even run for a ton of people, crashing with Err12 constantly. It took them basically until Iceborne to fix it and even then you needed mods and addons like Strackers and SpecialK to fix core engine problems.

superslash
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"bro c'mon everyone has Core Ultra 9 285K + 64GB of RAM + RTX 5080 Super + 4TB NVMe SSD"

JohnSmithWesson
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At this speed, it will be much quicker for the 4090 than the 7 years it took for 1080ti-class-cards to be called a recommended speck.

Teh-Penguin
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This is alarming. The hardware you mentioned (save for the lower end GTX1660, etc) are more than capable of delivering of a great, smooth experience. You must benchmark the game when it releases. The game looks so good it'd be a shame if it's plagued with issues like DD2 was/is at launch.

RolanTHUNDER
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Please, absolutely do run benchmarks on Wilds, please!

I'm eager to play this game in multiplayer (PC), but I'm worried that some of my friends won't be able to play due to the high specs.

flisboac
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After the intro I was gonna dislike until my brain was like “its not his fault, don’t shoot the messenger”

GREG_WHEREISTHEMAYO