Y’know that Monster Hunter Wilds bug where close proximity to a talking DLC vendor cat would drop your framerate? Gone. Dead. Done like a kipper. Do kippers exist in the Monster Hunter universe? Maybe not, but then neither does this bug, following a new PC patch for the troubled RPG and confirmed by my testing.
Curiously, Capcom’s patch notes claim that the FPS drop – which could previously be ‘fixed’ by splurging on MHW’s many, many add-on cosmetics – was more specifically triggered by the game’s content status checks flagging unclaimed DLC or items, with the total number of owned DLCs having no effect.
I’m not sure that aligns entirely with my pre-patch testing experience, as I still got a substantial performance boost on an RTX 5080 after adding all 190 cosmetics, and after manually combing through all of the DLC cat’s menus to check they were all installed. But at least whatever the cause, it does appear to have been properly addressed. Before this patch, and without any DLC, that RTX 5080 averaged 66fps around the camp area where the offending feline resides; with all the DLC, that rose to 73fps. After the patch, the same test rig produced 74fps with the DLC and 75fps without. Success!
This particular fixin’ does little to help Wilds’ notoriously stuttery performance outside of camps, though the update does also include “optimisation improvements” and a couple of new graphics settings that can be lowered for a smidge of extra frames. Several denizens of the game’s subreddit are reporting noticeably improved smoothness after installing the patch, and while the upgrades I’ve seen myself haven’t been so dramatic – dropping the new foliage density from High to Low, for example, only gave the RTX 5080 another 2fps on average – they do sound like they might benefit lower- and mid-range PCs more acutely.
“To further improve stability and performance across all platforms,” the patch notes continue, “additional improvements will be implemented in the Ver. 1.041 update on February 18.
“For example, we are currently verifying measures to reduce GPU processing load by adding quality levels (LOD) to the polygon mesh for 3D models. This may help to reduce processing load by swapping to low-resolution models for objects farther away from the camera.”
Reminds me of when the Cities: Skylines 2 devs denied that the citybuilder ran so badly because it was rendering entire urban populations’ worth of individual, high-definition, dynamically growing teeth. God, games are weird.
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