Monster Hunter Wilds PS5 (Beta 1 & 2) & PC Benchmark 4060Ti 16GB | Framerate & Resolution | 4K 60ᶠᵖˢ

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Published on ● Video Link: https://www.youtube.com/watch?v=Rzb0Pt1qrZ8



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WARNING, THIS IS NOT THE FINAL VERSION ON PS5

(The PC Benchmark version is based on the final version, which should have similar performance at launch.)

Chapter :

00:00 : [PS5 Beta 2] Framerate comparison between Resolution Mode & Performance Mode
11:19 : [PS5 Beta 1 vs Beta 2] Comparison between Resolution & Performance Mode
17:19 : [PS5 Beta 1 vs Beta 2] Comparison Image Quality & Resolution between the two mode
20:44 : [PS5 Beta 2 vs PC Benchmark] 4K Resolution Mode
27:22 : [PS5 Beta 2 vs PC Benchmark] Performance Mode

This is a long video that some may now consider pointless, and that’s somewhat true—the game releases in less than 48 hours at the time I'm posting this video.

Here, we’re comparing BETA 2 with BETA 1 on PS5 to see if there are any small technical differences between the two.

I still have my video captures from both Betas on PS5 to compare them with the final version. So, if you're curious, stay tuned to this channel.

Summary:
We can see that both Betas are very similar, as Capcom stated. However, DRS (Dynamic Resolution Scaling) behaves differently at times, sometimes giving an advantage to Beta 1 and other times to Beta 2 (at the cost of lower visual resolution).

Capcom confirmed that both the Resolution Mode and Performance Mode in the Beta used Checkboarding. Based on my calculations:

Resolution Mode runs at 1920x2160c during cutscenes and drops slightly during gameplay (the lowest I found was 1920x1152c).

Performance Mode runs at an even lower Checkboarded resolution, 960x1080c in cutscenes, and sometimes drops even further—960x512c being the lowest I found.

Additionally, while the graphical settings for Resolution and Performance Mode appear similar in cutscenes, they are significantly lower in Performance Mode during gameplay. Textures remain decent (better than PC at Medium settings), but vegetation, object draw distance, shadows under vegetation, and lighting take a huge hit.

The saddest part is that all these sacrifices in Performance Mode don’t result in significant framerate gains. Yes, it’s smoother, but still unstable.

PC Version vs. Beta:

I have a Ryzen 5800X, 4060Ti 16 Gb, 16GB of RAM DDR4 3600Mhz with the benchmark on SSD PCI-E Gen 3.

The benchmark version on PC performs slightly better than the Beta, but I still find the performance absolutely terrible for hardware that costs twice as much as a PS5.

It’s impossible to get a stable 60 FPS, whether in 4K Quality (native 1440p) with DLSS or 4K Performance (native 1080p), all while using High settings (which are close to PS5's Resolution Mode).

At 1440p with DLSS Quality (native 960p), the game becomes slightly smoother on High settings. And in Medium with DLSS Performance (native 720p), it remains relatively stable. But even here, DLSS 3 has its limits, and textures don’t look great—especially when you have 16GB of VRAM. It's probably better than PS5’s Performance Mode in the Beta, but still unacceptable for a PC configuration like this.

Also, the thing that frustrates me the most is... stuttering. I’ve recompiled the shader cache multiple times, but it’s impossible to avoid depending on the scene. It’s absolutely irritating for me.

On top of that, my system runs very hot (over 70°C on both the GPU and CPU), and the amount of RAM usage doesn’t allow me to multitask comfortably (Discord, web browser, Spotify).

On the other hand, the PS5 version don't seems shows many stuttering... even in Beta build.
This leads me to believe that, despite its rather "poor" quality in the Beta, the PS5 version is ironically better optimized than the PC version.

I don’t enable Frame Generation—I hate it. It creates fake smoothness that ruins the gameplay experience (more input lag). If you enable it, your game will feel less responsive than PS5’s Balanced or Performance Mode.

I will make comparisons with the final build PS5 that will be released shortly with the Beta Builds to see the big differences. The official PC version is still still doubtful terms of optimization. And it's likely to be as unstable as Dragon's Dogma 2.

From what we know, Capcom has opted for FSR1 on PS5 in comparison to Checkboarding. Strange choice, I hoping FSR2 or FSR3 on PS5. But maybe FSR 2/3 have many issue for moving object (pixelisation)




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