It has been a long time, but Monster Hunter: World is finally available on the PC. And thanks to Denuvo, it took me as long to get this performance story together, as I was forced to a 24 hour wait from too many hardware configuration changes. As explained by CAPCOM in an earlier article, they went with the older MT Framework engine instead of using the newer RE Engine that Resident Evil 7 uses. This meant that they were able to control the game engine without relying on external sources or they claim. But we are not here to discuss and discuss the grounds behind the game engine, we will see how it works, so let's jump into it.
Fortunately, Monster Hunter: World does not include a built-in benchmark, so we had to make one that was easily repeatable in the game, but still represented typical game performance. This is quite difficult to do in a more open and varied game that inevitably you will find some areas of the game being much more taxing than others. The settings were a bit of a booger, as the "highest" setting brought things down to an unrealistic level, we found the "high" preset to be a good balance for testing with a manual tweak to Resolution Scaling. [1
The Resolution Scaling option has more options and no way to know exactly what they meant as they were listed: Low, High, High , Variable (Resolution) and Variable (Framerate) We went with high hopes that it was representative of 100% scaling. After all, there was no point in testing anything with an uncontrolled "variable" setting like "High" preset. We did the Volumetric test enabled, yes it's hard to drive but is as important as the moving foliage for atmosphere and it's part of the "High" preset. After all, if we start adjusting past this point, there are full custom settings. 19659007] For our test, we conducted three races with the first open area just past the opening sequence and started our 60 second run right after your character closes the map they were given. This runway has dense foliage, sweeping landscapes reveal, several big animals, water and long draft distances.
Components CPU Ryzen 7 1700 4GHz Memory 16GB G.Skill Flare X DDR4 3200 Motherboard MSI X370 XPower Gaming Titanium Storage  Adata SU800 128GB
2TB Seagate SSHD
PSU Cooler Master V1200 Platinum
Graphics Card Test
|GPU||Architecture||Core Rate||Clock Rate||Memory Capacity||Memory Speed |
|NVIDIA GTX 1080 FE||Pascal||2560||1607/1733||8GB GDDR5X||10Gbps|
|NVIDIA GTX 1070 FE||Pascal||1920||1506 / 1683||8GB GDDR5||8Gbps|
|NVIDIA GTX 1060 FE 6GB  Pascal||1280||1506/1708||6GB GDDR5||8Gbps||19659044] XLR8 GTX 1060 3GB||Pascal||1152||1506/1708||1506/1708||3GB GDDR5||8Gbps|
|AMD RX Vega 64 Liquid Cooled||Vega 10||4096||1406/1677||8GB HBM2||945Mbps|
|XFX RX 480 8GB  Polaris 10||2304||1266||8GB GDDR5||8Gbps||19659062] Sapphire RX 570 Nitro + 4GB||Polaris 20||2048||1340||4 GB GDDR5||7Gbps|
|Radeon Settings||18.8. 1|
Drivers from both camps were ready for this title on launch day. We had it running a few days before launch, but we spent the time working with the Ryzen 5 2400G to see how it was running on just one APU these days. We started this on the launch day since it was an update and we were able to keep the result consistently because of it.
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