Monster Hunter Wilds - DF Tech Review - PlayStation 5/Xbox Series X|S - Graphics & Performance

Dunno what DF is smoking, but the game has dynamic day, dynamic weather and dynamic seasons and dynamic seasonal behaviour.
Wait, is it dynamic? Pretty sure you have to travel back and forth between the camp and expeditions/hunts for the TOD to move, no?
 
Does it? Wtf at DF then

Dynamic dynamic as in you wait long enough it will be night? Or you select a mission at base and it will enter you in a world with the daytime for that mission?
These dudes probably only played the first couple of hours where maybe the setpieces have a fixed hour of the day.
 
It uses FSR1?

Jim Carrey Vomit GIF
No no no PS5 Pro uses pisser
 
Wait, is it dynamic? Pretty sure you have to travel back and forth between the camp and expeditions/hunts for the TOD to move, no?
As of the beta, if you waddle out into the wilderness without choosing a quest, day/night and inclemency weather changes over time. When you choose a quest, a given quest may be locked to a certain weather type, but day/night will still cycle. If or how that has changed in the full game, I can't say with certainty. That is to say, there may be story reasons why a given time or weather is locked in the main game, but Wilds absolutely does have naturally rotating weather and day of time.
 
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i m crazy or ppl calling this a "seamless open world " ?
It technically is, there are like long roads you can take between one zone and the other and the game probably load the entire new area while you run on those, so tecnically you can explore all 4 maps without a visiable loading screen.
But i don't think you can climb a mountain in the first zone and see the 4th zone far away like a proper open world.


Or at least this is what they said some time ago.
 

Oh ok. I search via the transcript of the DF video and I can't see where this is mentioned. Can't look at videos during work so I'm limited to finding info with this thread.

Mister Wolf Mister Wolf , where you got that info there's no day/night cycle?

edit - Nevermind, found it @ 6:26

wow, huge fuck up at DF for spreading misinformation
 
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It technically is, there are like long roads you can take between one zone and the other and the game probably load the entire new area while you run on those, so tecnically you can explore all 4 maps without a visiable loading screen.
But i don't think you can climb a mountain in the first zone and see the 4th zone far away like a proper open world.


Or at least this is what they said some time ago.
so, its an interconnected open zones game, not a full open world that i can transverse freely... got it
 
PS5's performance lead over XSX seems fairly 'modest' indeed, around 8-9% higher FPS in uncapped quality (?) mode. What prevented him doing a side by side for the frame rate mode though, XSX got barely any screen time besides the usual VRR window reminder.
 
Gamersyde review on Pro:

https://www.gamersyde.com/news_gsy_preview_monster_hunter_wilds_sur_ps5_pro-23907_fr.html

Google Translate:

With Resolution mode, the game runs natively in 3072 x 1728 then lets the PSSR do its job to display the image in 4K. Mark Cerny had promised us that the PS5 Pro would finally allow us to no longer be forced to choose between graphics quality and framerate, but here, no miracle, Resolution mode only runs at 30 fps, the price to pay to be able to enjoy ray tracing (reflections and refraction of light). Indeed, unlike what we found in the latest Resident Evil games, the latter cannot be activated or deactivated via a dedicated option. The problem is that even without having had to actually measure the exact number of frames per second, we quickly notice that the display frequency is far from optimal in this mode. The motion blur does not manage to hide the small jerks that seem to occur quite regularly, including when moving the camera smoothly. It is therefore more than likely that the fault lies partly with incorrect frame pacing, but whatever the reason, the stability and fluidity of the gameplay inevitably take a hit. If the game remains playable in this configuration, as our gameplay extracts attest, we cannot say that we were very convinced, especially since the pop-up remains quite visible.

We therefore had high hopes for the Intermediate mode, which in theory should allow playing at 40 fps with a resolution of 2496 x 1404 (upscaled to 4K thanks to PSSR), but we are far from the result obtained by Insomniac Games in Ratchet & Clank: Rift Apart, the Spider-Man games, or what other Sony internal studios have been able to do in the genre. It might have been wiser to give the player the option of deactivating ray tracing to relieve the machine and the engine, or at least to offer two versions of this Intermediate mode. More pleasant than the one that favors the resolution, it is however not ideal for the same reasons of obvious instability depending on the situation. Note that it is possible to unlock the framerate in these two modes, but that this option is clearly more designed for the next generation of machines. For having taken the risk with the Intermediate mode, if the benefits are sometimes notable and some players will be sensitive to them, we feel the different fluctuations in the frame rate far too much, even when we have a VRR compatible screen. We remind you that the VRR window of the Sony console is smaller than on the Xbox Series, and that the PS5 Pro has not corrected the situation at this level, nor does it take into account the LFC (low framerate compensation) automatically, since it is always up to the developers to make the effort to integrate it. Among the other graphic options, we can also choose to activate or not the 120 Hertz compatibility when we have the adequate screen, a sine qua non condition to be able to block the frame rate at 40 fps by the way. Last clarification concerning this mode, the rendering of large bodies of water is ultimately quite mediocre with ray tracing, especially when we are not close enough to it.


Finally, the last graphics mode offered requires a little more effort from the PSSR since it has to upscale a native 1080p image to 4K. No more ray tracing in this case obviously, but a framerate that seemed generally very stable to us, even in the middle of combat. Suffice to say that our first impressions of this mode were very positive, hence our speech in the video that accompanies this article. Alas, upon closer inspection after a few more hours of play, we were able to formally note that the result obtained by the PSSR in this last mode is clearly more questionable than in the other two. Generally speaking, the image is much more unstable, which is noticeable both in areas rich in vegetation and on wet ground. The result is the strange impression that some surfaces are always moving, which, combined with the shimmering of the leaves in the trees, gives a much more degraded visual rendering than in the Resolution and Intermediate modes (if everything is not perfect on their side, they generally do quite well). The price to pay for a framerate in shape? Perhaps, but we can't help but think that the implementation of PSSR leaves a lot to be desired in the Performance mode, whose visual defects are reminiscent of those of the bad students that were Jedi Survivor, Outlaws or Frontiers of Pandora: banding effect (color banding) on the sky, increased visual noise which causes a tingling of the image and which contributes to the general instability of the display. We can already hear Resetera grumbling..

Great. One more game that I'll just wait for the PS6 and brute force the graphics mode with the framerate unlock :/


I hope that on PS5 Pro we will get something like resolution mode, but at 60fps. I'm not interested in RT, i just want a relatively clean image, the beta on the standard PS5 was terrible and from what i see, not much has changed.

Capcom should finally move on to a different engine for MH, seriously.

See above. Gamersyde has some images uploaded for each mode, but nothing aligns well enough to compare.
 
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The engine clearly does not work well for larger environments. Reminds me of EA using Frostbite for everything. Unreal clearly has issues too with open worlds as to why Avowed has open zones due to technical difficulties as the developers put it. As to why I'm not to quick to criticize Bethesda's engine. I have a feeling Witcher 4 will run at 5fps.
 
I don't want to enter into the conspirancy territory, but using FSR1 seens a bit obscure.
FSR 1 has the least performance impact of any method on consoles so they probably used it out of desperation

PC gamers are laughing because this game really cleans up nicely the IQ with new DLSS 4 forced
 

Again, PC gamers think they are all in the same boat. Which is WRONG.
Who's gonna profit? The Steamdeck player? Those who running again on 1080p with GPU under 2060 or 8GB VRAM?
Barrely no one gonna profit a best performance on this game... expect those they spending more than 2000-3000$ for just gaming wich is fking ridiculous.
At least, all base PS5 have same performance. Not all PC player.

The game run like shit with 4060Ti / 5800X and this PC cost MORE than a PS5. This is not normal
 
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We PC gamers are going to enjoy playing Wilds at 4K DLSS4 Framegen on Full RT 120fps while you're going to play Wilds with PS1 visual fidelity on PS5.
Full RT? Did I miss the memo? Last I checked, all they had were shitty RT reflections.
 
I honestly wasn't expecting much on consoles after Dragon's Dogma 2, but this game looks like shit on every console and Pro won't save it. This engine is great for RE type games but totally sucks for open world or vast landscapes.

Yeah, sure.. Enjoy your shitty Frame Generation unstable
The benchmark, with everything set to max, including RT, had me at 120 fps without frame gen. If you have even a half decent PC that's where you should be playing this game.
 
I honestly wasn't expecting much on consoles after Dragon's Dogma 2, but this game looks like shit on every console and Pro won't save it. This engine is great for RE type games but totally sucks for open world or vast landscapes.


The benchmark, with everything set to max, including RT, had me at 120 fps without frame gen. If you have even a half decent PC that's where you should be playing this game.
What resolution was it?
 
I hope that on PS5 Pro we will get something like resolution mode, but at 60fps. I'm not interested in RT, i just want a relatively clean image, the beta on the standard PS5 was terrible and from what i see, not much has changed.

Capcom should finally move on to a different engine for MH, seriously.
 
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