The game got proper HDR support Oct 2018.
Wasn't it broken like the console version?
Yea, as with all reconstruction it's noticeable when you look for it but otherwise fine especially due to framerate boost. In my experience the only games where reconstruction still leads to a razor sharp image with minimal artifacting are the decima games and the Insomniac titles.In my very limited testing, DX12 has similar average framerates, but noticably higher minimum framerates, compared to DX11.
That FidelityFX stuff definitely has a bit of an impact on visuals. Things just generally look more noisy and blocky with it on, but when you're not looking for that it's not very noticeable. It has like a 50% boost to performance, which is really nice.
Reconstruction works better for higher resolution as there is more data to pull in order to rebuild the image. A 1080P target means the data it has to pull from is too low so it's bound to have some noticeable side effects in the manner of artifacting. You have to consider the pros and cons tbh, be side the framerate boost is significant and this isn't really a razer sharp game to begin with even without reconstruction, nor is it a game where you look at details upclose frequently.It looks like shit at 1080p. Is fidelity FX meant to be for 4k? I don't get it
I turned on aa and some other settings and I actually don't mind it because the fps is pretty solid compared to without. Tho does that mean source image is like 720p?Reconstruction works better for higher resolution as there is more data to pull in order to rebuild the image. A 1080P target means the data it has to pull from is too low so it's bound to have some noticeable side effects in the manner of artifacting. You have to consider the pros and cons tbh, be side the framerate boost is significant and this isn't really a razer sharp game to begin with even without reconstruction, nor is it a game where you look at details upclose frequently.
Reconstruction should ideally always be used with some form of TAA otherwise it often visibly breaks in motion due to the temporal nature of the technique. I'd recommend you use TAA+FXAA setting for best results and then set the FidelityFX sharpening bar to like 0.4 or 0.5 to make it a bit sharper.I turned on aa and some other settings and I actually don't mind it because the fps is pretty solid compared to without. Tho does that mean source image is like 720p?
Yeah, it's meant for very high resolutions like 4K. I'm at 1440p, and my machine struggles to maintain 60 FPS at times with the resolution set to high. I prefer this over lowering the resolution or setting it to be dynamic, which isn't very smooth in this game.It looks like shit at 1080p. Is fidelity FX meant to be for 4k? I don't get it
I don't think the FidelityFX really plays with the rest of the game's rendering, at least in a way it was probably designed to for the best effect. I want to say that the intended order of operations is the recon-upscaling first, then the game's AA is done to the upscaled image, then the sharpening is applied. Whereas here, it seems the scaling and sharpening is done after the image has been rendered and AA'd.Reconstruction should ideally always be used with some form of TAA otherwise it often visibly breaks in motion due to the temporal nature of the technique. I'd recommend you use TAA+FXAA setting for best results and then set the FidelityFX sharpening bar to like 0.4 or 0.5 to make it a bit sharper.
No, I don't believe so. Performance has been improved quite a bit over time.
Oh wait, I was using a mod to display PlayStation button prompts. Will that even work anymore? Have PS buttons been baked in? Has anyone remade the mod?
Edit: Nevermind, looks like they're baked in now(?) https://www.reddit.com/r/MonsterHun..._mod_for_pc_iceborne/?st=k5893pqn&sh=63b86bfa
RTX 2080/8700K, 60-70 fps at 1440p maxed, dips to mid-50s in Hoarfrost Reach when a lot of things happen.
Ouch, just saw the Steam reviews. I've upgraded my PC between the last time I played and now so I can't say if my performance got worse, but it seems like that's the main complaint people have. I think people would have expected that in the new areas and hub but not the original game's areas. Are there added graphical effects that makes the original areas perform so much worse?
There are new settings for the new area (like snow deformation settings), but overall it just seems like something is borked.
On my 2070 Super I lost a solid 8-10 frames on average. I use to hang out around 70-80 FPS maxed out at 1440p (but with Volumetric rendering on mid) in most situations, now I'm more like 60-70. In the new area I'm more like 55-65, too, so that new area is pretty demanding.
Anyone else having an issue in Iceborne with the screen freezing for a few seconds every once in a while? Played more than 200 hours of MHW without this issue at all, but it's been a fairly constant issue since starting Iceborne
It sort of doesn't make sense to use reconstruction after TAA as then you make the edges difficult to decipher and the TAA already has kind of a super sampling effect so it would mess with the process of information gathering for reconstruction. Additionally, considering how the TAA works i.e. turns off when still and back on when in motion, it points to evidence that it may be the last thing in the pipeline, unlike what you've said, else it wouldn't be so easy to turn on and off regularly. Then again I've seen weird order of post process applications before.Yeah, it's meant for very high resolutions like 4K. I'm at 1440p, and my machine struggles to maintain 60 FPS at times with the resolution set to high. I prefer this over lowering the resolution or setting it to be dynamic, which isn't very smooth in this game.
I don't think the FidelityFX really plays with the rest of the game's rendering, at least in a way it was probably designed to for the best effect. I want to say that the intended order of operations is the recon-upscaling first, then the game's AA is done to the upscaled image, then the sharpening is applied. Whereas here, it seems the scaling and sharpening is done after the image has been rendered and AA'd.
Though granted, Monster Hunter has a unique form of TAA that doesn't actually handle typical edge aliasing. It purely handles temporal aliasing when the image is in movement, and does very little to a still image. I like it for this, it looks really sharp, but FidelityFX and CAS were probably designed with the kind of TAA Unreal 4 has, I.E. the kind that makes the game look like blurry, ghosty soup.
I haven't tried it with the TAA+FXAA setting myself, I'll have to see how that looks.
No, I don't believe so. Performance has been improved quite a bit over time.
As well, I don't know if Special K was updated alongside this game. A while back, I was having game crashes that were solved by removing Special K.
Yea but the game still needs a restart for silly stuff, it's not as bad as before but still. I don't even think it's an My framework limitation as other games using that engine didn't require a restart.Also, I want to say I really appreciate how the game now lets you change most every graphics setting in-game. It's really handy.
Yeah, you're probably right. Going by some documentation here, it does seem like FidelityFX is essentially meant to be tacked on at the end of post processing. Though I do still think Monster Hunter doesn't use it right, it definitely seems to be made for games that look super soft.It sort of doesn't make sense to use reconstruction after TAA as then you make the edges difficult to decipher and the TAA already has kind of a super sampling effect so it would mess with the process of information gathering for reconstruction. Additionally, considering how the TAA works i.e. turns off when still and back on when in motion, it points to evidence that it may be the last thing in the pipeline, unlike what you've said, else it wouldn't be so easy to turn on and off regularly. Then again I've seen weird order of post process applications before.
Regarding FidelityFX, there's always Nvidia sharpening via freestyle tool, which most definitely applies sharpening at the end. You can choose to keep FidelityFX sharpening at 0 and use that instead. That's what I do. Plus I do think the Nvidia sharpening looks better
Tbh I think MHW is an incredibly soft looking game with the TAA engaged.Yeah, you're probably right. Going by some documentation here, it does seem like FidelityFX is essentially meant to be tacked on at the end of post processing. Though I do still think Monster Hunter doesn't use it right, it definitely seems to be made for games that look super soft.
I'll have to try Nvidia's sharpening. Though the last time I used it, it made my screen look like it was vibrating for some weird reason.
I prefer FXAA instead of TAA in this game, TAA softens the image way too much and makes the game look like it's running at sub-native res. FXAA seems to be just as effective or close enough at removing jaggies, while not nearly blurring the entire image as much.
TAA defeats the purpose of the high resolution texture pack IMO.
Yep. Didn't even try launching it in DX11, just switched DX12 straight on.Nice. Are you running DX12? I seemed to have a pretty nice uplift on my RX 570 compared to the base game using that API.
Yes and also any time you start to walk. It's linked to an animation. The game has been broken like this for a long time. Very frustrating.Sprinting causes a small stutter every time i press it. Anyone else with this?
Is that why I get weird stuttery frame drops, but it feels like only during movement and not really as much during combat?Yes and also any time you start to walk. It's linked to an animation. The game has been broken like this for a long time. Very frustrating.
I find both look pretty bad in this game. MHW is one of the few games I just run with no AA.
Yes and also any time you start to walk. It's linked to an animation. The game has been broken like this for a long time. Very frustrating.