Capcom Explains Why Harbor Monster Hunter: World Is Heavy



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We tested the PC version of Monster Hunter: World on various systems to see how it behaves and the overall impression is that it's a demanding port, but one that is loaded with graphics options.

On the Resetera Forums, in an overview of impressions and insights from the port, Capcom USA Vice President of Digital Platforms and Marketing, William Yagi-Bacon, explained why he was so demanding on the CPU in particular . In addition to managing the loaded resources in memory, it keeps track of monster interactions, health status, environment / object changes, handles LOD and elimination. objects, calculates collision detection and physics. simulation, and a lot of other background telemetry things that you do not see yet requires a CPU cycle. This is in addition to supporting all GPU rendering tasks.

"While the MT Framework engine has been around for ages, it distributes CPU cycles and load balancing tasks across all available cores and threads.The engine itself is optimized for the game of X86 processor instructions, is highly scalable and, let's say it, platform independent regardless of the PC platform or console as long as it conforms to the x86 instruction set. "

Monster Hunter: World is out on PC on August 9th.

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