Capcom explains why Monster Hunter World on PC uses so many CPU resources

Monster Hunter World is the first mainline Monster Hunter title to be released on PC, but is the port any good?

Some PC Gamers are claiming that the game seems to be unoptimized judging by benchmarks and impressions by those who have their hands on the title set to release early next month.

Even the game’s official PC System Requirements seemed a bit heavy on the CPU side:

MINIMUM

  • OS: Windows 7, 8, 8.1, 10 (64 bit required)
  • Processor: Intel Core i5-4460, 3.20GHz, or AMD FX-6300 above
  • Memory: 8GB RAM
  • Graphics card: Nvidia GeForce GTX 760, or AMD Radeon R7 260x (2GB VRAM and above)
  • DirectX: Version 11
  • Storage: 20GB available space
  • Soundcard: DirectSound compatible ( DirectX 9.0c or higher)
  • Additional notes: Mouse, keyboard and gamepads (both DirectInput and XInput) are supported. 30FPS at 1080p on LOW graphics settings.

RECOMMENDED

  • OS: Windows 7, 8, 8.1, 10 (64-bit required)
  • Processor: Intel Core i7 3770 3.4GHz or Intel Core i3 8350 4GHz or AMD Ryzen 5 1500X Memory: 8GB RAM
  • Graphics card: Nvidia GeForce GTX 1060 (3GB VRAM), or AMD Radeon RX 570X (4GB VRAM)
  • DirectX: Version 11
  • Storage: 20GB available space
  • Soundcard: DirectSound compatible ( DirectX 9.0c or higher)
  • Additional notes: Mouse, keyboard and game pads (both DirectInput and XInput) are supported. 30FPS at 1080p on HIGH graphics settings.

Were hoping on playing the game at 100+ FPS? Maybe think again.

monster-hunter-world-2

Capcom USA Vice President, William Yagi-Bacon, was quick to address the situation in a forum post explaining the immense number of things the game is doing in the background:

To eliminate interstitial loading during active gameplay, MHW loads the entire level into memory. In addition to managing assets loaded into memory, it keeps track of monster interactions, health status, environment/object changes, manages LOD & object culling, calculates collision detection and physics simulation, and tons of other background telemetry stuff that you don’t see yet requires CPU cycle. This is in addition to supporting any GPU rendering tasks.

While the MT Framework engine has been around for ages, it does a good job in distributing CPU cycles and load-balancing tasks across all available cores and threads. The engine itself is optimized for x86 CPU instruction set, is highly scalable, and loosely speaking, is platform agnostic regardless of PC or console platform so as long as it conforms to the x86 instruction set.

Other than complaints about the high CPU requirements (which I personally believe people are just blowing out of proportion considering just how the game looks graphically) the PC version of Monster Hunter World seems like a solid port, even the load times are 10x faster than the PS4 version.

Monster Hunter World releases on PC, PS4 and Xbox One on August 9.

Danial Arshad Khan

Founder of GearNuke.
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