Capcom explain why the Monster Hunter: World port is CPU-heavy
Here's one reason it's a demanding port.
We've been testing out the PC version of Monster Hunter: World on a variety of systems to see how it handles and the overall impression has been that it's a demanding port, but one that's loaded with graphics options.
Over on the Resetera forums, in a thread rounding up previews and impressions of the port, Capcom USA's vice president of digital platforms and marketing William Yagi-Bacon weighed in to explain why it's so demanding on the CPU in particular.
"To eliminate interstitial loading during active gameplay, MHW loads the entire level into memory. In addition to managing assets loaded into memory, it keeps track of monster interactions, health status, environment/object changes, manages LOD & object culling, calculates collision detection and physics simulation, and tons of other background telemetry stuff that you don't see yet requires CPU cycle. This is in addition to supporting any GPU rendering tasks.
"While the MT Framework engine has been around for ages, it does a good job in distributing CPU cycles and load-balancing tasks across all available cores and threads. The engine itself is optimized for x86 CPU instruction set, is highly scalable, and loosely speaking, is platform agnostic regardless of PC or console platform so as long as it conforms to the x86 instruction set."
Monster Hunter: World comes out on PC on August 9.
The biggest gaming news, reviews and hardware deals
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Jody's first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia's first radio show about videogames, Zed Games. He's written for Rock Paper Shotgun, The Big Issue, GamesRadar, Zam, Glixel, Five Out of Ten Magazine, and Playboy.com, whose cheques with the bunny logo made for fun conversations at the bank. Jody's first article for PC Gamer was about the audio of Alien Isolation, published in 2015, and since then he's written about why Silent Hill belongs on PC, why Recettear: An Item Shop's Tale is the best fantasy shopkeeper tycoon game, and how weird Lost Ark can get. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.