Monster Hunter World - Ryzen 5 3600 & GTX 1070 - FPS test and Settings

Monster Hunter World - Ryzen 5 3600 & GTX 1070 - FPS test and Settings

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



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Greetings, everyone.

Today we’re re-testing Monster Hunter World, on my R5 3600 and GTX 1070. My current PC specs are the following:

-CPU: Ryzen 5 3600 (stock settings) with Coolermaster Hyper 212 Black RGB.
-Mobo: MSI B450 Gaming Pro Carbon AC.
-GPU: Inno3D Twin X2 GTX 1070 (stock) and WHQL driver 442.19.
-RAM: Crucial Ballistix Sport LT (2x8GB) CL16 DDR4@3200 Mhz.
-Storage: PNY XLR8 CS3030 1TB NVMe (O.S. and game), Samsung 750 EVO 500 GB.
-Case: Fractal Design Meshify S2.
-PSU: Corsair RMx 650W 80+ Gold.
-O.S: Windows 10 Pro 64bit.
-Monitor: AOC AGON AG251FG 1080p-240Hz.

The game had its Iceborne expansion released on the PC about a month ago, but I don’t really own the expansion, so I’m just testing the base game, once again. Fortunately, the game in general also had a patch to prepare it for the expansion which, among other things, has added DX12 support and also AMD’s Fidelity FX CAS upscaling with Sharpening.

New toys to play with, when it comes to testing stuff for sure, so I thought it was about time I checked the game out again, and also because MHW was one of the games that was literally quite difficult to run at decent performance on my old i5 4690K. The game’s engine might me “old”, being an iteration of Capcom’s MT Framework, but several tests back in the day done by lots of reputable sites and people revealed that the game scaled quite well with a high amount of cores and threads, launch problems aside of course (included dodgy game-ready drivers from Nvidia back then, let’s not forget what happened).

Anyway, as usual I also tested the different quality profiles, from Low to Highest, and most of my conclusions from the first time when I tested MHW still are in place: Volumetric settings are still a performance killer for our GPU, especially on the highest setting, for not much of a visual gain, so keeping that on Low is still the most balanced decision when it comes to quality / performance, because disabling the Volumetric Effects leaves the game with a very plain atmosphere in many areas.

I’ve also checked out the new Fidelity FX upscaling added to the game, which from my experience so far seems to be quite beneficial if one wants to play at high resolutions, definitely higher than 1080p, because this upscaling is clearly using an internal rendering resolution below the in game set resolution, so at 1080p, even when using Sharpening to its max value, the game looks considerably worse and the Sharpening doesn’t help because it adds these dark outlines to things like vegetation and the like.

On the other hand, Fidelity FX I believe it looks quite nice and clean for resolutions of 1440p and beyond, even in my case which is via Nvidia’s DSR downsampling and are not real, proper resolutions, but scaled down, Fidelity FX still helps me recover some extra FPS at the cost of little to none visual degradation, due to the fact that these higher resolutions have substantially higher pixel density than 1080p. Still, with the GTX 1070 I wouldn’t go beyond 1440p, at least if we want to stay as close to 60 FPS as possible, because the game gets quite GPU intensive at higher resolutions, and we would need to tune some settings down if we want to keep those frames up in some areas.

One thing that still bothers me though, not sure if it’s worse now or I forgot it was this bad before, is the game’s Brightness and its calibration menu: when lowering the slider, the whole game, UI included, loses a lot of intensity, and to achieve the goal of “barely visible icon”, the slider needs to be quite to the left side, and that’s bad, because then the game looks terrible and with no life. To fix this, I only lowered the slider a bit, then used Nvidia’s Freestyle (ALT+F3 in game, with GFE installed) and added the “Exposure/Contrast filter, with all the settings on zero but “Shadows”, which need to be moved to the right, around 30-40% seems enough to make the game less washed out, lose that foggy smear and shadows and dark places actually look dark, as they’re supposed to look like.

Lastly, DX11 vs DX12 seems to be a close one here, but I consider that DX12 performs a little bit better, and maybe a bit smoother overall, certainly the GPU usage seems to be more consistent and high when running DX12, so that’s the API I’d use from now on in MHW, unless any problem arises.

All in all, compared to my older tests on the 4690K, the game feels quite smoother, obviously, and the GTX 1070 is being fully utilized by the game, as it should be. It is still a quite demanding game, both CPU and GPU wise, so that hasn’t changed much.

As usual, I hope this can be useful to any of you, and I’ll see you next time : )

#MonsterHunterWorld #GTX1070 #Ryzen3600 #PC #Benchmark




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Tags:
MHW
Monster Hunter: World
MHW PC
MHW Ryzen 3600
MHW GTX 1070
Capcom
MT Framework
Optimization
DX11 vs DX12
Gameplay
Mouse and Keyboard
Optimal settings
Benchmark
Fidelity FX CAS
Upscaling
Downsampling
1080p
1440p
1620p
4K
Nvidia DSR
MSI Afterburner
Rivatuner
AMD R5 3600
Nvidia Geforce
Nvidia Share
Shadowplay
Frame-rate analysis
FPS
Frames Per Second
Sharpening
Volumetric Lighting
Volume Rendering Quality
Brightness fix
MHW Ryzen 5 3600



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