Monster Hunter World PC Performance Breakdown And Most Important Graphics Options

Written by Jon Sutton on Mon, Aug 13, 2018 5:23 PM
System Requirements Optimum 1080p PC Build Low vs Ultra Screenshots GPU Performance Chart CPU List That Meet System Requirements GPU List That Meet System Requirements

We've benchmarked and tested every graphics setting in Monster Hunter World to understand the Frames Per Second Performance Hit. As well as identifying how demanding each graphics settings is, we've also graded how important they are when tweaking your settings. 

Using the chart below you can find out just how demanding each setting is. Along with this, we've given priority scores based on how important we believe it is to enable these graphics options.

Monster Hunter World System Requirements

For the benchmark results below we used a GeForce GTX 1060 6GB, an Intel Core i7-5820K processor, and 16GB DDR4 memory.

Monster Hunter World Graphics Options Performance Breakdown

The further right the bar goes, the more demanding the graphics option is. In the case of Z-Prepass, the bar going left indicates that turning this off actually improved frame rates in Monster Hunter World.

Monster Hunter World Graphics Settings

Resolution Scaling

Confusingly, Capcom hasn't seen fit to attach a percentage to the resolution scaling option. After messing around with it though, it appears that the highest setting is relative to the users' native resolution, so should be the default. Naturally, lowering the resolution scaling will improve performance considerably as it's rendering at a lower resolution, but at a considerable cost to image quality.

Performance Impact - 5/5

Priority - 5/5

 

Texture Quality

Texture Resolution affects the quality of the textures in Monster Hunter World. During my testing, I wasn't actually able to discern a great difference between Low and Ultra settings, if any difference at all. It does affect the frame rate slightly, meaning it's probably not overly worth setting this to Ultra, particularly if you GPU doesn't have much VRAM.

Performance Impact - 2/5

Priority - 1/5

 

Ambient Occlusion

Ambient Occlusion applies to the contact shadows where two objects meet. With the large, open environments and a distinct lack of hard edges outside of the hub environments, Ambient Occlusion is less noticeable in MonHun World than it is in most other titles. It's also responsible for a 10% drop in frame rate so this comes as a luxury graphics setting.

Performance Impact - 4/5

Priority - 2/5

 

Volume Rendering Quality

Volumetric Rendering Quality, or Volumetric Light, is typically one of the most demanding graphics options to be found in the world of PC gaming. Volumetric Lighting helps with those hazy light rays, fog and smoke effects.  In MonHun World its effect isn't actually greatly pronounced compared to normal, so be warned. Despite this it has a big impact on GPUs and could drop the framerate somewhere in the region of 20%.

Performance Impact - 5/5

Priority - 3/5

 

Shadow Quality

Shadow Quality does exactly what it says on the tin, affect the quality of the shadows resulting from dynamic light sources. On High, these shadows are distinct, while on Low they are murky and indistinct.

Performance Impact - 1/5

Priority - 4/5

 

Anti-aliasing

Monster Hunter World offers just FXAA and TXAA forms of antialiasing. The usage of each is going to come down to preference, both offering similar performance hits. Unlike some other graphical settings, AA can be tweaked in-game so just have a play around and find which of the two suits you best.

Performance Impact - 2/5

Priority - 4/5

 

LOD Bias

LOD Bias is used to dictate the culling of plants and foliage in the environment. The higher this setting, the more plants and vegetation are visible in Monster Hunter World when viewed from distance. This creates much denser environments to explore.

Performance Impact - 3/5

Priority - 4/5

 

Max LOD Level

Max LOD Level impacts the level of graphical detail on objects in the distance. The view distance in Monster Hunter World can vary greatly from area to area, but the majority actually takes place in enclosed zones that will see little benefit from this graphics setting.

Performance Impact - 3/5

Priority - 2/5

 

Foliage Sway

Performance Impact - 3/5

Priority - 4/5

Foliage Sway causes the plants, trees, and grass to sway realistically in the breeze. While Foliage Sway causes an undeniable hit on frame rates, it transforms Monster hunter World from a relatively static looking game to one that's filled with life. In scenes with little foliage, it has almost no impact on performance.

 

Subsurface Scattering

Subsurface Scattering is widely used to simulate how light penetrates a translucent surface, and we can actually see this in effect best on characters' faces during Monster Hunter World's cut-scenes. There's a softening on the shadows being cast on the faces. It's a subtle effect and his a similarly small impact on performance.

Performance Impact - 2/5

Priority - 2/5

 

Screen Space Reflection

Screen Space Reflections alters the appearance of objects on the surface of materials. It's fairly difficult to detect any major visual benefits to enable Screen Space Reflections, although if you've got performance to spare then it may as well be enabled for a very minor frame rate hit.

Performance Impact -  2/5

Priority - 2/5

 

Anisotropic Filtering

A gaming staple by now, Anisotropic Filtering affects the sharpness of textures towards the edge of screen. Textures you're looking at straight on will normally look fine, but when you look at them from an angle they can look blurred and messy. Texture Filtering, or Anisotropic Filtering, sharpens these textures up and leads to a cleaner image. In Monster Hunter World it's pretty difficult to tell the difference between Low, Medium and Ultra.

Performance Impact - 2/5

Priority - 2/5

Water Reflection

While we would normally expect Water Reflections to greatly impact the, well, reflections of things in water surfaces, changing this setting doesn't actually seem to do much in Monster Hunter World. Even on Low, the monsters are still reflected in the water's surface. Only turn this setting up if you've got performance to burn then, and image quality improvements are negligible. 

Performance Impact - 2/5

Priority - 2/5

 

SH Diffuse Quality

One of the heaviest performance hits to be found in Monster Hunter World, SH Diffuse Quality should, in theory, be related to the quality of transparency fades and non-light source lights bouncing off surfaces. In practice though, it's a lot of dropped frames for almost zero increase in image quality. If you're struggling for frames, set SH Diffuse to Low immediately.

Performance Impact - 4/5 

Priority - 1/5

 

Dynamic Range

This particular graphics setting is basically only worth utilising for HDR monitor owners. On a standard SDR monitor, the difference between 32-bit and 64-bit is imperceptible. If you've got an HDR monitor though, it's going to be worth enabling this setting as it offers no performance hit.

Performance Impact - 0/5

Priority - 5/5

 

Z-Prepass

Z-Prepass is actually a new one for us. We've yet to see this graphics setting in any game ever, and we're still none the wiser as to what it does even now. Disabling it actually improved our frame rates by close to 5%, which isn't insignificant. Curiously, Capcom does recommend that low-spec PCs disable Z-Prepass for improved performance in Monster Hunter World. Quite why you'd want it on though, we don't know.

Performance Impact - 0/5

Priority - 0/5

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23:14 Aug-14-2018

playing with this settings
I7 3770
GTX 1060 6GB
16GB DDR3 1600MHZ RAM
so far maxed everything except volume rendering off, SH Diffuse medium have a steady 50-60 even when there are enemies or even play with 4 people with fancy effects, with the mix of elemental attacks the drop only to 45fps atleast, no stutter, no crash(or atleast not yet) so far good port its not perfect but not terrible

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17:45 Aug-14-2018

Played with some of the settings today.


Running 1080p with all settings maxed on
i7 4790k?75% usage
1080ti?99% usage
Pretty steady 100FPS


Some very interesting things happen when you begin to mess with the settings. With a 75hz monitor turning Vsync on drops the GPU to 50-60% and the CPU to 60-65%


Turned Vsync off again and dropped Volume rendering from highest to high and the GPU goes down to 85-90%, While the CPU jumps UP to to 75-80%

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17:45 Aug-14-2018

Medium setting the GPU drops another 5%/CPU stays about the same.

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22:10 Aug-13-2018

Thank you! As someone who is just barely able to run this game this definitely helped a lot. More than ever this game is making me feel like I NEED to upgrade.

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18:57 Aug-13-2018

I keep everything on Ultra, AA to FXAA and the volume rendering turned off. I prefer the volume rendering off for two reasons:
1) More contrast to the game. I really like it this way. With volume rendering on the whole game looks dusty and milky
2) My framerate jumped from 79fps to 110 in the menu alone (where it renders the forest) at 1440p. Turning this setting off boosts the framerates by 10-35fps, depending on location.

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22:13 Aug-13-2018

I agree, having volume rendering on causes quite a considerable drop in performance. I do prefer the look of the game with it off too.

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22:53 Aug-13-2018

Do you play with a mouse or a controller? There's a decent workaround to improve the mouse aim on reddit, worked wonders for me, now the game is finally enjoyable :D
(not perfect by any means, but totally playable, unlike with defaults)

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02:37 Aug-14-2018

I couldn't imagine playing with mouse and keyboard. So I'm currently using my xbox controllers.

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08:48 Aug-16-2018

I played all the previous MH games on controllers, mainly because they were all console-only, lol. But starting with MH Online I saw what can be done with a mouse/keyboard and it was a refresher. So I'm playing MH World with a mouse/keyboard too :)
I actually prefer it this way.

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10:00 Aug-14-2018

79 fps when maxed out with 1080Ti SLI... this isn't some really good optimization imo

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10:26 Aug-14-2018

He said before in another post that the game doesnt have sli support, so its a single 1080ti

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16:18 Aug-14-2018

Ah man, no SLI support sucks. I guess I will have to spend the big bucks when I decide to upgrade my rig.

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22:40 Aug-14-2018

Since the game uses Resident Evil 6/7 engine, from what I saw on forums, maybe I'll be able to force SLI support :D

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18:46 Aug-13-2018

Sweet.
Its disappointing that the variable option for resolution scaling does not allow you to specify a target frame rate. Shadow of War works great with it, allowing users to run less demanding parts at higher resolutions without sacrificing fps for the more demanding scenes.

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01:14 Aug-14-2018

I decided to run Shadow of War at 1080p, so I didn't suffer any problems at all. I do imagine that sieges would be one place that resolution scaling would be very helpful for people with older rigs. I'm willing to bet that my old rig, now my sister's, would have had to put it to good use. (FX-8350+7970 Hgz Edition and no OC on either.)

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10:29 Aug-14-2018

You have a 1080ti! And a 4k screen! Why not run it at something like 1800p then set the minimum frame rate to 54/60?

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11:08 Aug-14-2018

Their handling resolution scaling is strange in general. It would be awesome if they did what you said though. From what I can remember, Forza Horizon 3 does a similar thing.

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16:02 Aug-14-2018

Heard that Titanfall2 also has great implementation of variable resolution. This option should be standard for all games imo

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Can They Run... |

Ryzen 5 3600 6-Core 3.6GHz GeForce RTX 2070 Gigabyte Windforce 8GB 16GB
Ryzen 7 5800H 8-Core 3.2GHz GeForce RTX 3060 Mobile 16GB
100% Yes [1 votes]
| 60FPS, Ultra, 1440p
Ryzen 9 3900X 12-Core 3.8GHz GeForce RTX 3070 EVGA FTW3 Ultra Gaming 8GB 32GB
66.6667% Yes [3 votes]
| 60FPS, Low, 720p
APU A8-7410 Quad-Core Radeon R5 7410 8GB
100% Yes [2 votes]
| 60FPS, Ultra, 1080p
Core i5-11400 6-Core 2.7GHz GeForce RTX 3050 Ti Mobile 8GB