Guides

Monster Hunter Wilds PC Optimization: Best Settings + Benchmarks

Monster Hunter Wilds is set to launch in two weeks. Despite being Capcom’s largest AAA release, the PC port’s state is dire, requiring upscaling and frame generation for playable frame rates. The developers have released a benchmarking application, allowing players to gauge the systems’ readiness. Unfortunately, the performance is dismal, and tweaking the graphics settings barely makes a difference. Here’s our optimization guide for Monster Hunter Wilds aimed at maximizing performance across different PCs.

Windows/System Settings to Optimize

  • Enable Resizable BAR.
  • Turn on Game Mode.
  • Enable Hardware-accelerated GPU Scheduling (HAGS) and Windowed Optimizations.
  • Use the Windows “High Performance” power profile and set your GPU power management mode to the same.
  • Disable Memory Integrity. Windows Menu->VBS->Device Security.
  • Ensure you use the proper XMP/EXPO memory profile (if available).
  • Overclock your GPU if you’re narrowly missing the 60 FPS mark.
  • Here’s a guide with more detailed instructions.

Monster Hunter Wilds: PC Specs

1080p

  • Resolution: 1080p (FHD) with upscaling
  • Frame Rate: 30fps
  • Settings: Lowest
  • OS: Windows 10/11 (64-bit)
  • CPU: Intel Core i3-12100|Ryzen 5 3600
  • Memory: 16GB
  • GPU: GeForce GTX 1660|Radeon RX 5500 XT
  • VRAM: 6GB+
  • Storage: 75GB SSD

1080p+

  • Settings: Medium + upscale
  • Frame Rate: 60fps + frame gen
  • OS: Windows 10/11 (64-bit)
  • CPU: Intel Core i3-12100|Ryzen 5 3600
  • Memory: 16GB
  • GPU: GeForce RTX 2060 Super|Radeon RX 6600
  • VRAM: 8GB+
  • Storage: 75GB SSD

1440p

  • Settings: High + upscale
  • Frame Rate: 60fps + frame gen
  • OS: Windows 10/11 (64-bit)
  • CPU: Intel Core i3-12100|Ryzen 5 3600
  • Memory: 16GB
  • GPU: GeForce RTX 4060 Ti|Radeon RX 6700 XT
  • VRAM: 8GB+
  • Storage: 75GB SSD

4K

  • Settings: Ultra + upscale
  • Frame Rate: 60fps + frame gen
  • OS: Windows 10/11 (64-bit)
  • CPU: Intel Core i5-12400|Ryzen 7 7700
  • Memory: 16GB
  • GPU: GeForce RTX 4070 Ti Super|Radeon RX 7800 XT
  • VRAM: 12GB+
  • Storage: 75GB SSD

Monster Hunter Wilds: Graphics & Resolution Scaling

Monster Hunter Wilds averages less than 60 FPS at 4K “Ultra” on the GeForce RTX 4090. Switching to 1440p increases the framerate to 78 FPS, while 1080p produces 89 FPS. This is without ray tracing. Pretty dismal scaling, but that’s just the start.

Test Setup

Monster Hunter Wilds pairs the five graphics presets with different upscaling presets: quality mode with ultra, balanced with high, performance with medium, and ultra performance with low/very low. That’s unfair as it adjusts the internal resolution, obscuring the performance scaling across the graphics presets.

Without upscaling, we get the below numbers. Switching from the ultra to medium quality preset grants less than an 8% FPS boost. Scaling down to the lowest preset further improves performance by 15%. Overall, the highest and lowest presets differ by a mere 23%. The only real difference is felt when switching from medium to low (15%).

  • Ultra to high reduces the geometric detail (particularly rocks and terrain) and shadow resolution.
    • Distant shadows are less detailed, and shadow distance is reduced.
  • High to medium follows a marked reduction in shadow quality, producing blurry/blocky silhouettes.
    • Diffuse lighting is disabled, and vegetation quality is scaled down.
    • Geometric detail is further reduced.
  • Low disables ambient occlusion and reduces shadow quality.
    • Vegetation and fog detail are reduced, and the lack of proper lighting makes the scene bland and one-dimensional.
  • Very Low makes shadows almost non-existent, further reducing geometric detail.
    • The fog density and vegetation are scaled down.

Monster Hunter Wilds: Ray Tracing

Monster Hunter Wilds features ray-traced reflections, mainly implemented on water bodies and mirrory/metallic surfaces. Although the usage is scarce, we see a 7-8% performance drop upon enabling it at any quality level. This is in a scene without any specular reflections.

Switching between the three quality levels does nothing for performance. The game uses ray-traced reflections with certain non-glossy surfaces, which is strange as it doesn’t add much to the scene.

Graphics Settings Impacting Performance (>1.5%)

Monster Hunter Wilds features about two dozen graphics settings, but none impact performance by more than 2% (individually). The below settings grant a 1.5-2% FPS uplift when reduced to the lowest. These include render distance, mesh quality (geometric detail), ambient occlusion, shadow quality, ambient light (diffuse lighting), volumetric fog, and screen space reflections.

The rest of the settings hardly impact the game’s performance (less than 1.5%). These include sky quality, sub-surface scattering, shadow distance, grass/tree quality, Variable Rate Shading, surface quality (tessellation), fur quality, grass/tree sway, distant shadow quality, contact shadows, and sand/snow quality.

Upscaling & Frame Generation

As you might have already guessed, upscaling and frame generation are the only ways to improve performance meaningfully. Unfortunately, even upscaling has limited benefits in Monster Hunts Wilds. DLSS quality mode grants a 23% FPS boost, while performance mode extends it to 37%.

At 4K, this is enough for a stable 75-80 FPS average on the RTX 4090.

With ray tracing, the result is slightly lower: An average of 71.5 FPS with performance and 64 FPS with quality upscaling mode. Frame generation grants a massive 64% boost, buoying the RTX 4090 to 82 FPS with every setting (including ray tracing) maxed out.

Combining upscaling and frame generation nets an average of 97 FPS with quality and 110 FPS with performance mode. The lows are consistent, with the 1% FPS ranging between 70-80 FPS.

Unfortunately, RTX 30/20 and Radeon users relying on AMD’s FSR 3-based frame generation might face frame pacing, as the technology doesn’t produce the best results with input frame rates of less than 60 FPS.

Monster Hunter Wilds: VRAM Usage

Monster Hunter Wilds uses almost 20 GB of VRAM at the highest quality settings. This doesn’t vary much across resolutions, with 1440p peaking at 18.9 GB and 1080 at 18.6 GB.

  • Reducing the graphics settings to high reduces the memory consumption to 12.4 GB
  • Medium consumes up to 9.5 GB
  • Very Low uses up to 8.5 GB.

Exceeding the VRAM requirements results in partially loaded textures rather than stutters. If you experience this, recompile the game’s shaders, even at lower quality settings.

Traditionally, game assets are loaded by the CPU from the storage (SSD or HDD) to the RAM (main memory). From there, they’re sent to the GPU VRAM and consumed by the graphics engine.

This can lead to prolonged load times as the CPU’s memory bandwidth is much lower than the GPU’s. Furthermore, the CPU has to decompress the assets before sending them to the GPU, adding to the overhead.

Direct Storage (marketed by NVIDIA as RTX IO) allows the GPU to access game assets directly from the SSD. The process is much faster as GPUs are built for parallel workloads with high memory bandwidths.

CPU overhead is reduced as it no longer needs to spend precious cycles on decompression. Fixed-function decompression hardware on modern GPUs allows the use of highly compressed assets and smaller buffer sizes.

Direct Storage allows swapping of textures in and out of memory in real time. This reduces the graphics memory budget required for high-fidelity assets. It also eliminates the need for load screens when traversing different areas. It has the following requirements:

  • Windows 11 or Windows 10 (Version 1909 or later)
    • Windows 11 is preferred since it has further optimizations.
  • An NVMe SSD (PCIe 3.0 or 4.0 recommended)
    • SATA SSDs don’t benefit as much.
    • PCIe 4.0 and PCIe 5.0 SSDs offer even better speeds.
  • A DirectX 12 GPU with Shader Model 6.0+
    • NVIDIA GeForce RTX 2000 series or newer
    • AMD Radeon RX 6000 series or newer

This might lead to stuttering and frame-pacing issues on lower-end GPUs with 8 GB VRAM buffers. Since the game uses Direct Storage, using an NVMe SSD might alleviate it.

Monster Hunter Wilds: CPU Bottlenecks

Monster Hunter Wilds doesn’t show any notable CPU bottlenecks, with PresentMon reporting a GPU-Busy deviation of under 5% at 1080p “Ultra” with quality upscaling.

1080p Ultra

Optimized Settings for Monster Hunter Wilds

Graphics SettingsHigh-endMidrangeLow-end PC
Resolution3840×2160 (4K)2560×1440 (1440p)1920×1080 (1080p)
Target FPS60 FPS+60 FPS+60 FPS
Graphics PresetUltraUltraUltra
Ray TracingHighHighOff
UpscalingOnOnOn
Frame GenerationDLAADLSS QualityDLSS/FSR Quality
High-end (4K)Mid-range (1440p)Low-end (1080p)
CPUCore i7-13700K|Ryzen 7 7700XCore i5-12600K|Ryzen 5 7600 Core i5-12400
AMD Ryzen 5 3600
GPUGeForce RTX 4080 SuperGeForce RTX 4070 SuperRTX 3060|RTX 4060
Memory32GB (dual-channel)16GB (dual-channel)Less than: 16GB (dual-channel)

Graphics SettingsRTX 4090RTX 4080 SRTX 4070 TiRTX 4070 SRTX 4070*
Resolution4K4K4K|1440p4K|1440p4K|1440p
Target FPS90 FPS70 FPS60 FPS60 FPS60 FPS
Graphics PresetUltraUltraUltraUltraUltra
Ray TracingHighHighHighHighOff|High*
Frame GenOnOnOn|OffOnOn
DLSSDLAADLAAPerform|BalancedPerform|DLAAPerform|Quality
*RT can be used by switching to FSR 3 FG, which performs better

Monster Hunter Wilds: Best Settings for Low-end PC

Monster Hunter Wilds is unplayable on lower-end hardware without frame generation. Fortunately, the FSR 3 implementation performs well with minimal frame pacing issues. We recorded 45 FPS 1% lows at the ultra-quality preset with balanced upscaling. Here’s our add-on guide for 60-class GPUs.

Optimized SettingsRTX 3060 12 GBRTX 3060 TiRTX 4060
Resolution1080p1080p|1440p1080p|1440p
Target FPS60 FPS60 FPS60 FPS
Graphics PresetUltraUltra|HighUltra|High
Texture ResolutionHighestHighHigh
Ray TracingOffOn|OffOn|Off
Frame GenerationOnOnOn
UpscalingFSR 3 BalancedFSR 3 Balanced|PerformDLSS Balanced|Perform

Areej Syed

Processors, PC gaming, and the past. I have been writing about computer hardware for over seven years with more than 5000 published articles. Started off during engineering college and haven't stopped since. Find me at HardwareTimes and PC Opset.
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