By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming Discussion - Monster Hunter Wilds Discussion thread. It's out NOW!

 

MH wilds..

I love it 1 25.00%
 
I'm mixed on it 2 50.00%
 
I'm not enjoying it 0 0%
 
I hate it 0 0%
 
I have no opinion on it 1 25.00%
 
Total:4

Never played Monster Hunter before, but a friend of mine constantly tells me to get that game. I might give it a try. But holy hell, they are charging 80 Euros on PSN. So I'll wait until I get to Media Markt and get it there for 60 Euros, lol.

I'll never understand why digital games are more expensive than physical these days.



Official member of VGC's Nintendo family, approved by the one and only RolStoppable. I feel honored.

Around the Network

It is on its way as being the top 5 most CCU on Steam...






The game is very poorly optimized (worse than Dragons Dogma 2), to get 50-70 fps I had to put the game at 1440p, Dlss Quality, almost everything in low/med and texture/AA at high. At least I dont have stutters and crashes.

My specs:

CPU: Ryzen 7 5800x
GPU: RTX 3070 MLLSE 8GB GDDR6
M.RAM: Corsair Vengeance RGB Pro, 16GB (2x8GB), 3600MHz

MOBA: Asus TUF Gaming B550M-PLUS Wi-Fi II
Storages: Netac Nvme Nv7000 1TB - SSD Sata 960GB

Power Supply: corsair CX650W
CPU Cooler: Cooler Master Hyper 212 Turbo
Primary Monitor: 27 inch, Curved, Quad-HD (2460x1440p), 1ms, 165HZ, IPS, HDR, FreeSync and HDMI/DP.
Secunday Monitor: 24 inch, Full HD (1920x1080p), 60 HZ, IPS, HDMI.



SteamMyAnimeList and Twitter - PSN: Gustavo_Valim - Switch FC: 6390-8693-0129 (=^・ω・^=)

Played it today. Pretty good game. Difficulty is fine. It doesn't need to be Elden Ring, but it isn't easy either. Skippable cutscenes are a massive improvement to MHW, plus the handler is replaced by someone more interesting.

I switched weapons to keep things interesting, and it works out quite well.



1.3 million peak and Friday night hasn't even past for most of the world. 2 million peak over the weekend, easy.



Around the Network

It seems this game is a technical disaster. If you can't release your game at a decent state on most systems, just go for timed exclusivity. Going wider/multiplatform is hurting optimization across the board.



Kyuu said:

It seems this game is a technical disaster. If you can't release your game at a decent state on most systems, just go for timed exclusivity. Going wider/multiplatform is hurting optimization across the board.

Like I said in the PC thread, I really don't get how people have hopes that Capcom is going to magically make their engine, which was designed for smaller maps and sequences (there are vids that literally show you how they deal with NPC actors in their games, like in REmake 2-3), somehow handle larger vast swaths of land that are teeming with active NPC's, and everything that comes with it.

Their engine was pretty much designed for their RE games, which have always been known to contain smaller map sizes, and areas that contain loading screens/cutscenes to then load up the next section of the game's map. Open worlds don't do this, and because their engine was designed for the former, it is no wonder they are still suffering the same woes with yet another open world game.

I know this would sound like such a dumb idea from a business perspective, but if I were capcom, I would have just spent time in R&D to make an engine for the RE games and games that feature smaller map sizes, and then make a fork engine that deals in only larger/open world sized maps that will contain an array of NPC's active/inactive. Yes it'd cost more money, but from what I'm seeing, it's better than whatever the fuck they still are not doing after the past few games (They've had the engine for some yrs now, and should know it like the back of their hand, since they are the ones that designed it after all). 

It's not really a "works best on" kind of situation either, it is literally their engine not being designed for open worlds. If PC cannot handle it on the beefiest of rigs, console have next to no hope either, and we're not really going back to PS4 gen where what was optimised for consoles worked lightyears for PC (unless you're DOOM, but that isn't even open world). 



Mankind, in its arrogance and self-delusion, must believe they are the mirrors to God in both their image and their power. If something shatters that mirror, then it must be totally destroyed.

All open world games should lease Guerilla games engine and then we can call it a talent issue if they fail.



Chazore said:
Kyuu said:

It seems this game is a technical disaster. If you can't release your game at a decent state on most systems, just go for timed exclusivity. Going wider/multiplatform is hurting optimization across the board.

Like I said in the PC thread, I really don't get how people have hopes that Capcom is going to magically make their engine, which was designed for smaller maps and sequences (there are vids that literally show you how they deal with NPC actors in their games, like in REmake 2-3), somehow handle larger vast swaths of land that are teeming with active NPC's, and everything that comes with it.

Their engine was pretty much designed for their RE games, which have always been known to contain smaller map sizes, and areas that contain loading screens/cutscenes to then load up the next section of the game's map. Open worlds don't do this, and because their engine was designed for the former, it is no wonder they are still suffering the same woes with yet another open world game.

I know this would sound like such a dumb idea from a business perspective, but if I were capcom, I would have just spent time in R&D to make an engine for the RE games and games that feature smaller map sizes, and then make a fork engine that deals in only larger/open world sized maps that will contain an array of NPC's active/inactive. Yes it'd cost more money, but from what I'm seeing, it's better than whatever the fuck they still are not doing after the past few games (They've had the engine for some yrs now, and should know it like the back of their hand, since they are the ones that designed it after all). 

It's not really a "works best on" kind of situation either, it is literally their engine not being designed for open worlds. If PC cannot handle it on the beefiest of rigs, console have next to no hope either, and we're not really going back to PS4 gen where what was optimised for consoles worked lightyears for PC (unless you're DOOM, but that isn't even open world). 

Your idea isn't dumb at all, it's forward thinking and probably beneficial for Capcom in the long run. Building a new engine or thoroughly upgrading/repurposing an existing one is a great idea if you're going to use it for multiple future games. Not exactly a like for like comparison, but this takes me back to when some Nintendo fans kept trying to spin any positive Monster Hunter World news into negatives, with absurd arguments like "but how much did it cost to make?" as if they wanted the series stuck forever with PS2/PSP/3DS design/specs. A "leap" has to happen once or twice a decade regardless of your platform of choice, not taking the leap is a sure way to keep a series stagnant, which Monster Hunter was throughout the 3DS era.

But you gotta work with what you have. Wrong decisions had already been made years ago by Capcom and it's too late to fix this in time for Wilds. All they can realistically do now is optimize the game to the best of their ability. Targeting a fewer platforms at launch may have helped with that and possibly got them money from platform holders. The two most successful Monster Hunter games both had timed exclusivity, and as far as I know didn't launch in such a terrible state on any platform. I know Wilds having a more proper "open world" probably presents inherent problems that won't be fixed with simple patches, but I think there is room for improvement though optimization, and future patches may prove this.

Regardless, this game is looking to crush the opening numbers of World and by extension Rise. 10 million+ incoming? The Asian market, especially China, is taking PC popularity to new heights.



Kyuu said:

Your idea isn't dumb at all, it's forward thinking and probably beneficial for Capcom in the long run. Building a new engine or thoroughly upgrading/repurposing an existing one is a great idea if you're going to use it for multiple future games. Not exactly a like for like comparison, but this takes me back to when some Nintendo fans kept trying to spin any positive Monster Hunter World news into negatives, with absurd arguments like "but how much did it cost to make?" as if they wanted the series stuck forever with PS2/PSP/3DS design/specs. A "leap" has to happen once or twice a decade regardless of your platform of choice, not taking the leap is a sure way to keep a series stagnant, which Monster Hunter was throughout the 3DS era.

But you gotta work with what you have. Wrong decisions had already been made years ago by Capcom and it's too late to fix this in time for Wilds. All they can realistically do now is optimize the game to the best of their ability. Targeting a fewer platforms at launch may have helped with that and possibly got them money from platform holders. The two most successful Monster Hunter games both had timed exclusivity, and as far as I know didn't launch in such a terrible state on any platform. I know Wilds having a more proper "open world" probably presents inherent problems that won't be fixed with simple patches, but I think there is room for improvement though optimization, and future patches may prove this.

Regardless, this game is looking to crush the opening numbers of World and by extension Rise. 10 million+ incoming? The Asian market, especially China, is taking PC popularity to new heights.

It would be nice if they learned from this and decide to just tweak the engine into another fork of itself, so we can at least rest easy knowing they will have a team who works on the smaller map sized games with the default RE engine, and the ones working on future DD/MH games will be using the forked one for open world-style games. At least then we'd know what to expect from each dev team working with two variations of the same engine (or something similar).

Honestly I think Capcom did make the right choice in building their own engine, just like how Kojima had Fox engine put together, but Konami ended up using it poorly since Kojima left, but that's a different case study for engine misuse. With Capcom it's more they made the right choice in making their own engine fort their smaller games, but they made the wrong choice in thinking it would handle large open world games right off the bat. 

They'll have to work with what they've got for sure, but I hope this also doesn't deter them from sticking with what they have like with what happened to CDPR and them ditching their own RED engine after yrs of use, in favour of UE5, which has it's own heap of issues.

Also this is just me, but I know I don't own an RTX GPU, but I genuinely care very little for RT effects in modern games, and would have easily settled for games like MHW being pure raster-based rendered (which would have saved on some of the perf hit to some degree). 

Aye, despite it's current issues, it's absolutely smashing this month by a country mile. People have been wanting their new MH fix since Worlds, back in 2018 (nearly a console gen, but 6 yrs in gamer time can feel like a long wait). 



Mankind, in its arrogance and self-delusion, must believe they are the mirrors to God in both their image and their power. If something shatters that mirror, then it must be totally destroyed.