Capcom explains the reasons why Monster Hunter World is CPU heavy

Monster Hunter World releases in a few days and Capcom’s WBacon has shared some details about the engine powering it, and explained why the game is CPU heavy. As WBacon said, Monster Hunter World is powered by the MT Framework Engine which was able in past titles to use multiple CPU cores/threads.

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 threadssaid WBacon and continued. “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.”

But what exactly will be eating your CPU cycles? WBacon said that the game will load the entire level into memory and that – among other things – it will keep track of monster interactions, health status, environment/object changes, will calculate collision detection and physics simulation, and more.

“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.”

WBacon claims that the engine will scale on multiple CPU cores/threads, so it will be interesting to see how the game will perform on our Intel i7 4930K.

38 thoughts on “Capcom explains the reasons why Monster Hunter World is CPU heavy”

    1. It’s an open world game that runs at twice the framerate of the console version. Of course it’s CPU heavy.

      1. Where did this open world meme came from? Monster Hunter is not open world, that’s like saying Battlefield is open world because it has large open maps.

      1. And not that great looking, but this is true, there are hardly any issues with Capcom games. DMC, Resident Evil, Street Fighter all run pretty well. Dead Rising however did have some issues if I recall. And it was open world too.

        1. Dead Rising is handled by Capcom Vancouver, this is the first in years we see a game ported by Capcom Japan with wonky optimization.

          I already suspected it, though, because of the insane gap between releases.

        2. I raise you Dead Rising 4, Dead Rising 3, Operation Raccoon City and others out there as well. Capcom ports are hardly perfect and consistent in quality. At best they are console parity driven ports, and now forced console parity driven ports with Denuvo added on top and the same price 7 months later.

  1. I guess it comes down to how much more effects / terrain is loaded into the PC version at once for instance on it’s highest settings next to settings to make the game look like the console version.

    However I could see a game like this being a pain on PC at 1080P on CPU’s. But we shall see how Utilization is as well as performance scaling from other reviewers as well who use Dual, Quad, Hex core, ect ect vary in performance.

    1. The PCgamer article about the performance of this game is a good read. It’s a monumental piece of s–t and Capcom is just trying to save face at this point. When an i7-7700K, 980TI, 16GB RAM can’t run the game at 1440p60fps you know it’s a garbage port.

      1. Yea after reading it im not optimistic at all especially about the fact it keeps crashing randomly

        1. I honestly was shocked at how terrible the game actually seems to run on hardware that should be able to handle it quite fine. It also is proof that despite resolution scaling and that one other options that tanks FPS doesn’t seem to matter if it’s turned on or not. You still get poor performance out of it. I for damn sure wouldn’t be able to run the game at 1080p60fps without playing on low – medium settings because of how bad it is optimized.

          Capcom released a statement on why it’s so CPU resource heavy which is this

          “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.”

          Why do that? That’s an absolute god damn waste of resources. The game doesn’t need to load a whole entire level to memory, they could have done it based on a certain amount of distance from you and load them in as you move closer just to maximize performance out of the game.

          It’s a damn shame because the PC crowd that doesn’t have consoles or handhelds absolutely got shafted. It’s been over a decade now that I’ve personally waited for one to come to PC. I’d never spend a dime on Monster Hunter World because I don’t have faith in Capcom to fix the port. It’s crazy to me how it’s the same company that released RE7 which was fantastically optimized and ran like a dream.

  2. Considering it was struggling at 1440p on a GTX 1080, I’m more concerned about the GPU optimization.

  3. At the lowest they tried it ran 100 fps in an area with no view at the distance. Then they ran max settings and the game dropped down to 40 fps in large scenes. Of course the shill says this is great and pretends it’s 50 fps because you can spike to 50 if you look at a wall. Even at 1.5 times 1080p a GTX 980 should achieve 60 fps in this mediocre looking game. However, the fact that performance is 100% improved with low graphical settings does suggest that the game is not CPU limited. If you have to drop your resolution below 1080p on a highend GPU then I can’t consider that a CPU bottleneck. Whatever they’re doing actually seems to be too harsh on the GPU.

    1. Well even 40fps in worst case scenario is not bad in third person games that dont involve much shooting or aiming.
      Besides in my opinion it looks decent and if at 1.5 resolution scaling max settings a regular 980 get from 40 to 70 fps thats pretty good.
      You want higher put the resolution scaling at native.

      And i heard even at 40fps it doesnt feel laggy or stuttery and that the framepacing is great,unlike arkham knight this game i get above 70fps all the time and the framepacing is horrible and there is micro stutters when driving or gliding too fast.

  4. Another Denuvo infected game that has terrible CPU performance. Starting to see a trend here lately.

  5. In short: blah blah blah, our engine is blah blah so the game runs like s**t because blah blah x86 blah blah.

  6. From what I seen from youtube streams it’s actually quite good. My only grip is the texture quality is lacking. Comments here are way overly negative probably due to the Denuvo effect.

  7. Could make this slock up for Gamebyro as well. Just because something has been around for years doesn’t mean it’s always perfect and reliable today.

    They could have done a far better job, had they used a new engine some years back, one that actually conforms to higher end CPU’s, rather than low end and crippling high end ones regardless.

  8. IGN is a pop gaming site that posts these as publisher paid advertisements (sponsored content). with nothing being measured and just some hipster with glasses posing as a systems “geek” playing while making off the cuff comments on common knowledge aspects to make them seem like “experts.” Bunch of liberal arts journalists acting like fake techies/devs/engineers. My neighbors kids can tell me more about a game’s performance. IGN has nothing of value to offer when seeking real world information on games.

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