Daddlefield
Rar, aber gut
Hm, irgendwie ist wohl was an mir vorbei gegangen. Kosten neue Spiele ernsthaft 80€? Hm, da warte ich wohl noch auf die erste Reduzierung.
Hm, irgendwie ist wohl was an mir vorbei gegangen. Kosten neue Spiele ernsthaft 80€? Hm, da warte ich wohl noch auf die erste Reduzierung.
Erster Downer: es gibt keinen 32:9 Support
Dafür läuft es auf Max Settings in 5120x1440 und aktiviertem Raytracing bei über 80 FPS.
Ich stören mich beim Grafischen eher ein bisschen an den Texturen und dem Grauschleier (PS5).
wegen dem grauschleicher: spiel mal an der helligkeit in den optionen rum. man soll es etwas runterschalten hatte ich die tage gelesen. gerade wenn man hdr aktiv hat.
Monster Hunter Wilds makes for a confusing PC release, with staggeringly poor performance on lower-end graphics cards - to the extent that we don't recommend the game at all on these systems - and relatively meagre visual rewards given the performance requirements. That's a harsh assessment, but it's unfortunately a justified one based on the profound performance problems here that must be addressed.
Back on the RTX 4060 with medium textures in place, despite lacking the huge stutters we had before, the results still aren't great. The actual texture quality is now reminiscent of games from the early 2000s, and the frame-rate was still dipping noticeably with a hit to frame health when standing in place and turning the camera. If we turn the camera extremely gradually, the sinusoidal rhythm we experienced previously becomes smoother as frame health improves. This is a very odd performance characteristic in what is essentially an empty desert with tiled sand textures, and not something we expect to see in any game, let alone a triple-A release in the year of our lord 2025.
I've seen similar behaviour before with games that exhibited occlusion culling issues on slower CPUs, but this game is running on a Ryzen 7 9800X3D. Otherwise, I've only seen this sort of issue when the game is doing something noticeably suboptimal when streaming things onto the graphics card, and this is true even when dropping the texture resolution to its lowest setting. This could be a problem for the RTX 4060 in particular, but the 4070 shows similar issues, albeit with higher base frame-rates.
This is where I have to start theorising. I can't be 100 percent sure, but if I had to guess, I would say that this behaviour is due to DirectStorage GPU decompression. The game's files do include DirectStorage DLLs, so it's possible that the game is streaming (and potentially decompressing) textures on the GPU in an overly aggressive manner when turning the camera, despite the VRAM headroom shown by RTSS and CapFrameX, leading to the frame-rate impact that's felt most strongly on compute-challenged cards like the RTX 4060.
For higher-end GPUs I would also advise caution. Playing through the introduction on the RTX 4070 I saw consistent stuttering even on the high texture setting, so it would be logical to assume this could get even worse with the higher-res texture pack installed - and that's backed up by results from the benchmark tool. Based on my measurements in the base game, I believe the stutters are not related to running out of VRAM, but could in fact be related to constant streaming and perhaps real-time decompression.
Like previous disaster launches such as The Last of Us Part 1 and Forspoken, there's also a fundamental disconnect here between the level of graphical fidelity and the performance we're getting. I have no idea why an arid, nearly featureless desert would run this poorly on a range of hardware when other games look and run significantly better.
To sum up, lower-end graphics cards with lower VRAM allocations should avoid Monster Hunter Wilds until these issues are rectified. Higher-end hardware can brute-force the game's shortcomings to some degree, but it's still hard to recommend such a flawed technical outing - or even derive optimised settings. For now then, we'll leave things there, but I hope we see some much-needed improvements before too long.
Da jeder Bildschirm anders ist und selten kalibriert wird, wirst du das nur durch Zufall erleben.Danke. Hab mal noch mehr runtergedreht. Bin noch nicht ganz zufrieden, aber ist denke ich auf jeden Fall besser als vorher. Ich warte noch auf den Tag, an dem solche Spiele mir wirklich klare Farben schenken![]()
Wird ja trotzdem alles besser als auf einer Konsole sein, oder?