#✅RenoDX: MH Wilds
1 messages · Page 10 of 1
XD
Lemme double check this shit is complicated
mklink /h re_chunk_000.pak.sub_000.pak.patch_008.pak dlc\re_dlc_stm_3308900.pak.sub_000.pak
You'll have to repeat all of this next update, but instead of hardlinking to "re_chunk_000.pak.sub_000.pak.patch_008.pak" it will have to be the next new number (so if the next patch adds two files, 008 and 009, it will be 010, etc.)
#1347155473266114580 message
oh ok 1 sec
ok i did it once
do it again?
OH
Nah that's it
- Not worth it, 2. Seems currently bugged according to Nexus users and crashes for some reason on launch
There you go 😄
Normal textures are only bugged if you don't hardlink the decompressed DLC textures appropriately
I think so ~ but those are usually linked more to not have REFramework installed so the game ignores hash checks
Oh
I thought as much but without anyone responding on Nexus that I could see I was like "welp"
Ah... might also be due to outdated natives files or pak mods which conflict
Game just dies without explanation in that case
Which is precisely the point of this mod, actually:
https://www.nexusmods.com/monsterhunterwilds/mods/1651
REFramework scripts will always be compatible
Gotcha
Though, REFramework plugins can be incompatible and causes crashes, which is fun...
Which is why I turned to using a mod manager which makes it easy to categorize mods and disable the most probable broken ones
Manual mod management for Wilds just became painful
to be fair in my case it's just reframework and the DLC textures so I manage easily thankfully, but I can see how difficult it can be to keep track of it all
Hi ! Is 3.8.1 still the latest version?
it is
my god why would they ever get rid of pretty backdrops like this for a black background and volumetrics
Because photo-realism, or something.
Even World was much closer to this in artistic intent
There are some pretty god awful ones too. But yeah I miss this.
Wilds was my first RenoDX experience, and it's easily one of the most 'wow' factor mod out of RenoDX list.
for some reason i didn't like it it felt too bright and dark at the same time
but that's just cause i was used to raised blacks and sdr lol
I wish there was a proper photo mode
are you using one of the presets or your own grading?
basic filmic preset
the hide ui button unhides it with the press of a button but better than having chracter in the way ig
i can just change reshade kebind to a single button
anyone know if there's a unbound key that people can use?
i used scrlock sometimes since it doesn't seem to do much but i feel like there's gotta be a better way
is the high res texture still buggy?
if you're talking about them taking forever to load
direct storage is broken so yeah
until thats fixed they're gonna suck
On my end, yep... still stutters. Decompression eliminates the stutters, but causes low-res textures to appear before the high-res textures quickly fade in as they stream in proper.
The only fix is in them deimplementing DirectStorage entirely, I think, lmao
how the hell have they not fixed it lmao
from the way they talk online they think it's not a problem
do you only decompress the dlc or everything?
Everything + DLC hardlink
ok got it, how many paks is the game now?
Patch 7
Textures are only in sub paks, apparently
Nah, just these ones:
008 is the DLC hardlink
Other sub paks are just dummies
hoping it doesn't cause stutters on my 4080
Decompressed textures themselves can't, because there's nothing for DirectStorage to decompress
But I occasionally get stutters in camps on loading still
No bloody idea what that's about
There's no background shader cache going on there, either
But it's still far smoother than with vanilla compressed textures
false true? or true true?
got plenty space 4tb ssd half filled
I just used MO2 to put the decompressed files on another drive 🙃
Also make sure to backup your pak files
👌
no stuttering on my 4080
What exactly does the fixed exposure mean?
feel like I am getting a lot more textures not fully loading now
going back to normal high textures
Did you decompress properly and do the hardlink?
Is it possible to benefit from decompression while using the hd texture pack?
I had decompressed my pack 00 earlier today, but deleted the file when the description on the mod page indicated that hd texture pack users weren't able to benefit from it
It wasn't clear to me -
- How to benefit from decompression while using the hd texture pack dlc
- Where to put or name the file that resulted in using the decompression tool
- Whether I should have used it on more than just the 00 pack
I think so
Decompress these files with true / true
And hardlink the decompressed DLC as 008
Backup the originals for when the game wants to update
I'm back home now and about to start - is this the tool you used for decompression? https://www.nexusmods.com/monsterhunterwilds/mods/951
Yeah
what does "hardlink" mean in this context?
Hardlinking creates a file that just directly references the file-in-question's address on disk, so it occupies no extra space
oh, fascinating
I didn't know that was a thing
So is it only pack 8 that I should bother hardlinking? or all of them?
- once I have decompressed, do I need to remove the original files from the game directory?
- and I'm guessing I need to hardlink the decompressed files to the game directory itself, rather than trying to use them through fluffy mod manager or some such?
I thought so at least
Do you perhaps know the answers to my 1st and 2nd question right above your message?
- No ~ I'd back them up ~ the game will overwrite the decompressed files on an update, probably...
- Only the decompressed DLC pak needs to be hardlinked as 008. The rest are just replaced.
I use Mod Organizer 2 with some tweaks to avoid having to directly replace them.
oh, perfect
so Fluffy will be able to handle them just fine as well, I bet
I see an issue in that my re_chunk_000.pak.sub_00.pak.patch_008.pak is only 1kb instead of multiple gigs like yours. 🤔
Does that mean something screwy happened to my pak files perhaps?
Fluffy directly replaces files, I think?
How did you hardlink it?
Didn't, yet
trying to figure out which files to use the decompression tool on

#1347155473266114580 message
Looks like I probably want to go for re_chunk_000.pak.sub_000.pak and re_dlc_stm_3308900.pak.sub_000.pak?
Then you hardlink dlc/re_dlc_stm_3308900.pak.sub_000.pak as the 008 pak
No, the ones I showed you above
what do I do with the original dlc pak?
just leave it there?
I back them up with a .bak suffix before renaming the decompressed files in their place
so in the dlc folder I rename that with a .bak and then I hardlink the dlc not as a replacement of itself, but as 008?
You don't want to have to redownload it on a game update :|
Yeah
Do I need to turn off the high res option in the settings of the game?
No, keep that on
Game is just a bit wacky with the decompressed DLC pak not showing some textures properly without the hardlink
No idea why, but it works
this is insane
why can't capcom make a normal game that doesn't need this kind of optimization 😭
Capcom probably forced the MH devs to use RE Engine. DirectStorage also appears to be deeply integrated enough that decompression is the only real solution.
speaking of direct storage - the nexus mod page claims that it is obsolete because capcom implemented it - is that true?
None of those updates solve DirectStorage's underlying issues
Oh, wow. So it's actually that capcom screwed up direct storage really badly in the last patch as to why the author said that...
It's a fundamentally broken technology that only means anything for console-based hardware
PC hardware doesn't have the limitations of console hardware, so DirectStorage just breaks stuff in strange ways
I kind of tuned out after the "for historical purposes only" and assumed it was no longer needed, rather than "holy shit capcom made it worse"

Even the updates solve nothing. We're up to DirectStorage 1.3, but that also solved nothing.
That's terrible
RE Engine + DirectStorage memes 
seems to be working I think
Nice. :)
(Where's 004?)
Well, whatever, game probably loads whatever it needs at the moment
yeah I have seen it show up
but I think I legit just run out of vram at 4k with that high res textures
Oof
@trim tangle does this seem accurate and did I miss anything?
And, if it's up to snuff, would it be appropriate to get it pinned?
You don't hardlink anything but the DLC pak
Why not?
Are you loading those in with your mod manager or something? 🤔
Is there any downside to hardlinking them? The upside seems to be that you can also insulate them from being overwritten by safely storing them in a different directory
Because it's entirely redundant and pointless. You hardlink the decompressed DLC pak as the 008 patch because the decompressed DLC pak has missing textures in-game otherwise
You achieve nothing by hardlinking the others, because they're being replaced anyways
Just backup the vanilla files
It's very unclear what you're saying here - are you suggesting that just uncompressing the other files and leaving them in the Wilds directory is enough?
If so, why bother to backup those vanilla files?
Yes, but it makes no difference other than I can have the files on a different drive without overwriting the originals, because Mod Organizer 2 uses virtual overlays, meaning the game sees the virtual files as the originals instead.
Hm.
You decompress and rename as the originals. You don't need to hardlink.
I suppose it's not necessary if you use that particular mod manager, but by hardlinking everything, it is agnostic to a particular mod manager program
In my case I use Fluffy, for example
Because they will probably be overwritten on an update, and you don't want to redownload them
It doesn't work like that
Hardlinking just makes a filename pointing to the original data
Right, so why not do that for everything we compress?
So if you alter the original, the hardlink is also affected, because it's the same data
Because you don't achieve anything
You only need to hardlink the decompressed DLC pak for a specific reason ~ saving space
You don't need 2 copies of 126GB of data
Hardlinking skips that, letting you have two separate references to the same data
The game just sees it as two different files
But the filesystem knows that it's the same data, with just two different files referencing it
Isn't there also benefit to doing this for the 000 pak, in that case, as it's 35gb?
if the game overwrote re_chunk_000.pak.sub_000.pak, for example, would I need to redo my hardlink?
You need to understand what the hardlink's purpose is ~ saving space while making the game load the high res textures via the 008 patch
So there's absolutely zero purpose to hardlinking anything else
ok so for the 000 pak, it is 35gb. It is unclear why the saving space rationale would not also apply to it.
Because you save no space at all
You're renaming re_chunk_000.pak.sub_000.uncompressed.pak to re_chunk_000.pak.sub_000.pak anyways, so hardlinking does achieve any savings
Let me rephrase this differently.
You still need to backup the original as re_chunk_000.pak.sub_000.pak.bak or something
You're just not understanding what the point of hardlinking is
Or what it does
I know exactly what it does by this point.
It creates one file with two address references
Clearly not, if you believe you get anything out of hardlinking re_chunk_000.pak.sub_000.pak ~ you just don't.
You just have two filenames pointing to the same data, which means that if one is overwritten, so is the other
Yes, that's very clear.
What is unclear is why you are suggesting a need to hardlink the largest file but none of the others.
No ~ it creates another file pointing to the same data address. Two files, one data address.
ONE actual file that has two addresses pointing to it.
Because you hardlink the DLC pak to make the game load it as a patch file
If it was two files as you suggest, it would be twice the size.
That's not how file systems work
couldn't you just rename it for the same effect?
No, because you need the decompressed DLC pak in place
A file is a pointer to an address with data in it. We need another filename to point to the same address, but the game doesn't know or care, so thinks it's a separate set of data.
It sounds like that's just a nomenclature issue
No, it really isn't.
File / filename ~ same thing
We are both aware that a hardlink results in
1 instance of data
with 2 instances of addresses pointing to said data
Now you're just going to confuse yourself
How?
The addresses are a filesystem thing ~ where in the filesystem the data is stored.
Yes
A filename is just a reference to that address internally.
ok it is one set of data that counts as being on two places and can be manipulated from either location
So we need two filenames that reference the same address, to save on having to duplicate data.
Please stop telling me I misunderstand it
Unless that understanding is actually wrong, rather than using incorrect jargon
You need to understand the terminology of filesystems to not confuse yourself, because that's what you were in the process of doing
If you have the incorrect terminology, you'll confuse yourself down the line if you encounter it again
Better to understand it the first time
Hardlinking has one purpose ~ saving filesystem space
Is this the correct way to describe it?
A File is an Address that points to Data.
A Hardlink creates two Files that each have their own Address, but which point to the same Data.
No, the two files point to the same filesystem address that the data is at
It's like if you had "55 Franklin Place" and "Local Antique Shop" ~ if you know where "Local Antique Shop" is, you're just going to same location.
Likewise... if you hypothetically wreck destroy the example antique shop, "55 Franklin Place" isn't going to be unaffected, because it's the same location.
According to the documentation there is only one file in a hardlink, and the distinguishing feature is that it can be referenced by more than one path.
Microsoft's documentation is simplified for the novice
But in technical terms, a file is a filesystem pointer to filesystem address
In computing, a file system or filesystem (often abbreviated to FS or fs) governs file organization and access. A local file system is a capability of an operating system that services the applications running on the same computer. A distributed file system is a protocol that provides file access between networked computers.
A file system provid...
Actually I think a better point to raise is that - it seems as though the only real reason to hardlink at all is because the uncompressed high res trexture pack needs to be in the dlc folder? 🤔
Since I don't have the uncompressed pack stored there, does that mean that I'm actually missing out on the high res pack atm?
The one in the DLC folder is so the game gives you the option to enable the high res textures at all, and the hardlinked 008 patch is to fix missing texture errors that the decompressed DLC pak can produce.
Admittedly I did have an incorrect understanding of hardlinking prior to your comments, as I thought it was a method of stopping the game from overwriting the files that were hardlinked there.
No, it wouldn't stop that at all
With a hardlink, you have two files pointing to the same address. So affecting one affects the other.
That doesn't make any sense
Did you remove it while in-game?
Rename the dlc folder, keep the 008 hardlinked file
and have relaunched the game numerous times
Still, you'll want the original around for game update time
You don't want to redownload 77GB
this is fascinating
And that's a good point that I hadn't considered.
I wonder if it's just a bugged menu that says the high rest texture is enabled but it isn't, due to the file not being in the dlc folder
I deleted that post, btw, so that there's no bad advice floating around for people to inadvertently follow.
I have no idea. Wilds is a cursed game that requires cursed solutions.
Otherwise, shit breaks weirdly
@trim tangleThank you very much for bearing with me through all of this.
It's fine. I just have that annoying inner perfectionist within. 🙃
@merry tartan @dense knot can one you guys try to incorporate this fixed output. it will mess with your predefined options so, i can't just push it. but it has useful reference code for other mods (i'm fixing cyberpunk's lut scaling at the moment)
An update on release date and content of update Ver.1.021
︀︀
︀︀The expansion of endgame content which was originally planned as part of Title Update 3 in late September will now be released ahead of schedule as part of the Ver.1.021 update. To accommodate this change, this update will be moving slightly out of its planned early August window to the date below:
︀︀
︀︀Ver.1.021: Wednesday, 13 August 2025
︀︀
︀︀The main content of this update is as follows (more details will be released in the near future).
︀︀
︀︀💪 New level of quest difficulty
︀︀🏅 New rewards system for the above quests featuring Talismans with random skill combinations
︀︀🛠️ Weapon balance adjustments (will cover more weapons than originally planned)
︀︀⚙️ Other improvements and adjustments
︀︀
︀︀Thank you for your patience as we prepare this update.
︀︀
︀︀x.com/monsterhunter/status/1938591901378040197
👀 more hunting horn improvements please.
we need LS balance changes to be more agressive, it changed nothing how the weapon is played
Crimson spam
Switch Axe needs to be buffed all around besides frs
Lance needs oomph
Gunlance needs to give LONG shell type some love
CB needs to buff sword mode a bit
I am not familiar with how they work since I am HH main. I really need to expand my knowledge of using the weapons because the special arena missions are annoying to get good times.
When someone comes out I am basically yolo mode.
really? sword mode hasn't really been the point of the weapon
i would like elemental saed meta like sunbreak tbh
but im not really playing wilds so
yes, but buffing it means increasing playstyle variety
every cb has to use it to charge at some point
so buffing that damage also helps everyone
if element was better in this game the CB sword could be better
Experience the Epic Soundscape of Monster Hunter Wilds!
Following the phenomenal success of Monster Hunter Wilds, which sold over 10 million copies within its first month of release, the highly anticipated original soundtrack is finally here!
This album features the majestic main theme, “The Beautiful Order of the World,” and a powerful new…
$74.99
That price, though... https://steamdb.info/app/3885660/
Experience the Epic Soundscape of Monster Hunter Wilds! Following the phenomenal success of Monster Hunter Wilds, which sold over 10 million copies within its first month of release, the highly anticipated original soundtrack is finally here!
Monster Hunter Wilds Original Soundtrack Steam charts, data, update history.
Youtube's audio quality can be very spotty at times
It's why I prefer either official release, or a copy from Tidal or Qobuz or Bandcamp if I can get it, because quality is nice
Can't get it to look good
Though MH Wilds issue isn't lut scaling (Their LUTs don't have raised blackfloor) but their artistic intent is bad
@dense knot this is how I matched what was default. The lut sampling is clipping yellows
Sliders are really different tho 😅
yeah, the defaults are very far apart from vanilla
that's a crazy price
i would wait for a physical release with that price if i wanted to buy the ost
Base game is 105 AUD for me. OST is fucking 110 AUD?????? Like, actually what the fuck is that?!
Listen to them with a pair of good headphones on lossless and you can totally understand :3
Was also surprised but it's 7 discs with many lengthy tracks. Still highly priced, but not as surprising
Or good speakers with decent bass. Adds a lot of depth that headphones usually can't muster alone.
Yeah ~ but I can, with a bit of effort, rip them from the game files and mix them myself into something quite listenable.
A pricetag that high just feel like being curbstomped ~ especially after the deluxe versions of the game only offer cosmetics, and even then, not all the cosmetics, that you still need to pay extra for!
I should check what DMC5 was like because I'm certain it was half the price
You end up paying 110 USD for Premium Deluxe, probably 30 USD for the rest of the cosmetics, and then 75 USD for the OST???
That's a scam and a half
Yup it was 30€ for 5 discs
The MH devs clearly don't care for paywalling gameplay, but they can't do anything about Capcom nickel-and-diming cosmetics and OSTs.
I think the OST price might be on the record label
What I believe is they've 1:1 the physical release pricetag if there is any
Which is always a mistake
DMC5 ~ 30 USD for the base game, 40 USD for Deluxe + Vergil, 30 USD for the OST
And the game had a lot of high-quality content, gameplay mechanics and story
Yeah, it's the sort of thing I'd pay for a premium deluxe physical copy
Apparently the soundtrack on steam isn’t even lossless
All in mp3
And they’re nammed in Japanese
Which is complete bullshit
75 USD for MP3? That truly is a scam.
you'll consume their slop and you'll like it
I'd actually want 24-bit 96KHz flac at that point
crapcom did it again
Actually, you can get the 24-bit uncompressed audio here: https://www.qobuz.com/us-en/album/monster-hunter-wilds-original-soundtrack-capcom-sound-team-/we55nqm6la2cb
Their Steam version is very fucking weird, along with the price
weird, they usually bundle up MP3 + FLAC + WAV. The heck they're doing
that's why i prefer square enix which release actual bluray ost
i bought many FFXIV osts
I was playing the other day and noticed the game lighting was constantly changing from light to dark in fights. I noticed this started happening with the recent update we had. Feels like the volumetric fog is having a stroke at times clipping with no fog and then fog all a sudden.
I haven't had time to check but it might be the post processing mod with issues probably.
The game runs even more booty now too since their DLSS frame gen change for x4. I am not sure what they did but the game stutters more than before. I have to use DLSS + FSR frame gen to get no stutters at the cost of lower frames.
delete shader cache if you haven't already
I did at the time but I plan to do it again. I updated my drivers today to the latest nvidia version so it probably will redo the shader by itself once I load the game. I will delete it regardless.
Idk how many times this game has made me had to delete shaders for updates and stuff lol.
Had to get those up to date booby mods for the latest armors 😎
Does Wild Hearts has a renodx mod?
I don't think so
It's not UE, so the universal mod is not going to work either
if there is a mod for nioh 1/2 or wolong you can probably get it to work with minimal dev work
all their games are the same, iirc?
also the open world one where I forgot the name
oh wait
that game is not from team ninja lol
just the same publisher I guess
the game engine is different too
Haven't played MHW in like 4-5 months. Whats the overlay? YURI or cat's? Looks quite decent now.
hunterpie
Wait, what? HunterPie available for MHW?! I haven’t played MHW in way too long then.
I’m waiting for the expansion at this point
I can’t really find the will to continue the game
And I was super hyped
Same ~ the performance issues just burn me out, personally :(
Yeah, that would burn you out
Hunters, tomorrow we’ll be sharing our next #MHWilds Director’s Letter, as well as the patch notes for Ver.1.021, arriving August 13.
︀︀
︀︀Get ready for all the details on what's coming in the update, including an expanded endgame, weapon balance adjustments and more!
its a longshot but i it cant hurt to ask; does anyone have a backup from this guide? https://steamcommunity.com/sharedfiles/filedetails/?id=3459623843 "make game look good" I used the reshade and mod presets from this but this guide got deleted
surprising that they even mentioned anti-cheat affecting performance
RenoDX + DLSS4 / FSR4 is all you really need
and mods that remove certain prost processing that mhw does, and push the fog away. Luckily I still have all the mods on my hdd but not the exacts configs
Well, it tends to be personal preference at that point
"improved texture loading" they just changed the directstorage dll and fixed nothing
it sucks so bad
I will be honest tho, preset K sucks half the time in almost every game
tired of the pixelated fogs everywhere and people pretending like it's not a problem
SK had a fix for that.
I haven’t had performance issues with MHW in a while. But I’m just bored of the game. I think I overplayed it since launch. Hopefully the expansion will make it interesting and I’ll go back.
I mean that the high res texture pack is pretty much unusable, causes a lot of micro stutters. Don't think SK fixed that, but maybe I should try again.
I don’t know the situation now but I was using the texture decompression mod earlier and high res pack worked fine with that.
It worked for me, got rid of stuttering but ran out of vram with my 16gb 4080 at 4k so textures would often never finish loading
Pretty sure they updated it in TU1 and it had no effect lol.
That is indeed my experience
I don't think I've ever seen pixelated fogs. The only time was when that one variable option was enable. I cannot remember the exact name. It is one of the last options in the graphic settings.
Having that option made things like fog and fire have pixelation.
Nexus mod has a direct storage file but it is pretty much the same version MHW runs now.
With the new DLSS 4x change they broke something. I have to use FSR or I experience tons of stutters. I think their frame Gen broke. People suggest using DLSS to upscale and FSR for FG for now.
Preset k has volumetric artifacts in every game, it's not mhw specific. You might just be lucky enough to not have noticed them
Once it was pointed out I couldn't unsee it in every game
Ah I didn't see it was with that preset. I just use latest but tbh I forgot which is uses.
Latest is k
But idk which mhw shipped with, probably j
It's in j too but much less obvious
Then idk... I probably just don't focus too much on stuff then 🙄 I barely focus on halo glow for things.
I personally need to try with SK and see if it improves my performance issues. I never quite learn how to use the Renodx addon with SK. I know how to use reshade with it.
It's kind of annoying to do
Tbh every preset has pros and cons so if it looks good to you then don't look for the flaws lol
K still looks the sharpest
I figured you just plop the addon folder in the SK profile for the game. I'll mess around with it later.
Yeah, I'm probably blind to that stuff. I personally still cannot tell to much difference with 60hz vs 120+ unless I see a side by side lol 😂
But speaking of MH, isn't the update in about 5 hours or something.
I main the hunting horn and I was confused by its description change. I have to mess around with it.
latest mh update seems to have broken whatever renodx is doing to disable/override the game's default sharpening
Just had my first crash on this game so this should be fun.
This new pendant update is actually pretty nice. The skills are RNG but it has a decoration 3 slot. It allows me put my earplug decoration on the new pendant replacing my earplug pendant with added skills.
anything i can use to only disable the sharpening?
i used to use this https://www.nexusmods.com/monsterhunterwilds/mods/13?tab=files&file_id=583 but it doesnt work anymore
rednox and disable post process mod on nexus disable the sharpening with local exposure
Renodx disables the sharpening
only when i use fixed exposure
i will try
still only on fixed exposure sadly
probably since this patch broke the mod i was using
i mean the mod work but disable sharpness broke
yeah seems it's a new shader permutation now
- fix sharpening bypass with vanilla exposure
@paper lodge
hopefully this won't cause additional problems, I haven't tested past character selection
thanks, ill try it when i get home
looks fine ingame, all renodx sliders are working
thank you! it all works
I forgot how terrible vanilla sharpening is, genuinely ruins the entire image.
did you guys encounter stutter issues after the latest update?
It did shader compilation for me and now the game is a stuttery mess
any advice?
yeah, me too. performance got worse this patch for some reason, for me
i'll rebuild shaders
and recompress the textures
redecompress*
let me know if it helps, seems weird that it was buttery smooth before
gotcha
and now it's stutterfest all of a sudden
Stuttery mess is this games natural state
it was fine for me pre-patch so maybe it broke something
If it's shader compilation, you can try deleting the cache in game directory and updating the drivers to clear the other cache
For some reason after I update my plugin it, reshade does not load it, I can see reshade window, but under loaded plugins I can't see renoxd, it is working fine in previous version. Any ideas?
using latest reshade?
Should I update reshade version? I also use specialK, maybe I should change loading mechanism (early vs plugin etc.)
no, I will try to grab latest version
v6.4.1
Latest version of reshade fixed it, thanks
Not sure if a patch is out but to the crashes https://x.com/MHStatusUpdates/status/1955552138089664533
⚠️ Known Issue ⚠️
We are aware of the following issue being reported in Monster Hunter Wilds on all platforms and are currently working on a fix. Once the fix is complete, we plan to release a patch ‘Ver.1.021.01.00.’
We have confirmed that the game may crash when you faint and
Is this crash happening during fast travels or only if getting carted, I wonder?
Because I played 2 hours or so yesterday and there were no crashes at all. But I don't get carted much in general, although I fast travel a lot.
Also I did not notice any performance differences or extra stuttering for the better or worse and I always have a frame time graph overlay open when I play this game to see if things get better or not.
But, I don't use dlc highest quality textures and I always re-decompress all of the new and old ".sub" pak files again after an update if this information helps
So it might be related to highest quality textures.. if you guys are using it
This update seems to break something, there is heavy sharpening going on when using reno
#1347155473266114580 message
I crashed yesterday but I did not die or teleport. It happened during a 9* fight but I did get to low health to the point I was going to die. Let's see how long it takes them to release a fix.
the patch is out
Is this part of upstream RenoDX yet? Or is going through more testing?
Not yet.
This one just has some SDR fixes and is unimportant to HDR users
- Hide more sliders that don't work in SDR
- Expose hidden sliders that do work in SDR
Does any1 else have the issue with the Texture Decompressor Tool completely crashing their pc?
The old versions work just fine ~ the Pak file format hasn't changed.
Haven't encountered it crashing on my end, though, at least...
Was thinking it might be hw related since it maxes out cpu, but its a 9800x3d on stock settings so idk.
It was working fine for me before
Motherboard? The 9800X3D is known to be unstable on certain motherboards, alas, due to vendors being lax with quality control.
Really? I never heard of this. People usually forget to reinstall the chipset driver after installing a new CPU and that can cause issues like system/game crashes
Maybe it’s something to do with the new windows update
Apparently an issue with writing large amounts of data at once
I’ll roll back and test it later
Didn't some stupid 800-series motherboards either fry or destabilize some 9800X3D's?
You mean the Asrock motherboard issues? I think that they fixed that, but that caused the PC to crash and never boot again or fail to boot after a shutdown. There were no instability issues afaik
Those were user-misdiagnosed issues, then?
If people reported instability issues then those issues were unrelated yea
The CPUs just failed
But I’m pretty sure that most of the reported CPU failures were user errors in some way
People are not the smartest
they call -40 PBO stable because the PC does not crash immediately
and overclocking the 9800X3D can cause issues too
Overclocking modern Ryzen CPUs is entirely pointless unless you're a professional overclocker chasing benchmark scores
Yea I agree
Didn't Gamer's Nexus investigate some of these claims?
Just the failures
In one case, the user just mashed it into the slot while the motherboard was vertical
it was PBO issue but then they fixed that
aka if you overclocked the CPU using PBO it killed it
Was it determined if that was actually killing the CPUs?
Wasn't that certain motherboards setting absurd defaults for PBO?
thats the reason why AMD replaces all failed 9800X3Ds for free
enabling PBO and using positive values was enough
I had it happen to my 9800X3D on the Asrock B650E Taichi. Turned my PC off at night, then the next morning it was dead when I went to turn it back on. I never messed with PBO settings or anything though, so no idea if that was the issue
No idea, Asrock said that it was a PBO issue, but there are/were probably more than one issues
I use an Asrock B650E board with a 9800X3D I also undervolted the CPU with PBO
And I had zero issues
It’s been running fine for 9 months now
The memory controller dies and it fails to train the memory
I’m not sure how widespread the issues with Asrock boards are
but if you use a 9800X3D with an asrock board then update the bios
To clarify, I was using the decompressor since it came out without issues even with my -30 under volt. Suddenly it starts crashing every time, even when I reset to stock settings. There was a reported issue in the new windows update with some ssd’s having issues when writing large amounts of data at once (and when already above ~60% storage). These are all true for me and given the timing that is possibly the issue here.
Of course it's Windows' stupid updates fucking shit up :|
alright guys, i've booted mhwilds and found out some shaders changed
here's my new shader toggler with updated toggles
for the forced sharpening disabled at start
never played any mh games period but every screenshot i see of this game looks incredible so i might have to bite the bullet
i love the game but there's a lot of issues i'd atleast wait till a sale
buy world
https://www.fanatical.com/en/pick-and-mix/build-your-own-monster-hunter-bundle get base + iceborne and you have over 2x the game wilds currently is
i definitely plan to wait yeah
i think i have world from steamshare hold on this might be the move
its not really a wilds-specific issue either these games have always felt undercooked until they get their g-rank expansions
literally from the very first game
World is still a phenomenal game
if you have a switch, generations ultimate goes on sale for $10 like every month on the nintendo eshop
youre set for life with that one
wilds is just too taxing on performance and it looks blurry out of the box
world is better imo, it's a better to start with MH World if you're new
Wait until they release the expansion to play wilds. Just play world for now until then.
Been following pax news and watching capcoms presentation showing off Onimusha, the visuals looks EXACTLY like wilds did with that washed out loss of contrast. Granted that game is kinda gray-coded anyway but the total effect I believe is still something backend making it look that way imo
Gotta cover up the shitty textures and flickering
I’ve been using the wilds stuff (here) I’m saying this next game they’re pumping out could likely benefit exactly the same way, and to me looks identical to the issues wild has had. Pragmata on the other hand, looks great as is
yeah it does have the fog idk why they don't just push it back
it's still the same effect but it doesn't muddy the screen
gameplay looks fun though
hopefully it was just one foggy map
Agreed, the game looks really cool
Pretty much what they use it for. They rarely resorted to fog in World or Rise, for example.
such a shame
held back by a shitty engine
the game is good creative wise just technically it's a mess
probably would've been better to just use unreal
No thanks. We have enough poorly-performing games on that engine.
RE Engine was used far too soon ~ it just wasn't ready for open worlds or lots of concurrent AI.
I mean, nobody actually knows if it's the engine's fault or if it's the game's fault.
you can have the best engine in the world and that won't save you if the content itself is unoptimized.
The engine is clearly at fault if we but look at Dragon's Dogma 2, and notice many similar issues surrounding slowdowns with lots of concurrent AI.
Wilds has an additional problem on top of that with the implementation of DirectStorage being absolutely awful.
If we look at what we see in-game... there's not really too much more happening than was happening in World.
Yeah, there are more monsters, but that doesn't explain much.
The visuals are not much better than what we've seen in World, either, overall.
The maps sizes aren't that significant a difference, either.
You think World and Wilds visuals are same same?
World also runs like fucking shit too.
Everything seems to come down to DirectStorage being trash, and RE Engine's awful handling of lots of concurrent AI.
World looks better in many regards, I would argue. It looks cleaner, crisper.
Maybe Wilds has more detail, but it is ruined by the streaming issues, along with all the fog effects.
Not when you disable the pointless CRC checking with plugins. Wilds gets better when REFramework disables that shit, but it has much worse issues ~ maybe Denuvo has a role to play too...
even with that shit disabled it still runs like shit for what it looks.
Played both games start to end
Well guess what, i did too, i was there day 0
for both games
LMAO
Yeah, only two MH games I've ever played, and played them both day one.
the only reason World runs "fine" now is because we have the hardware to brute force it
run it on period-specific hardware or things like PC handhelds and it does not scale lol.
And they both had their fair share of issues.
Only difference this time was that I had DLSS/FG saving me and much higher-end gear.
I was watching my friend stream it few weeks ago on her old hardware.
World, that is. And she had to lower a lot of it, it looked so ass.
lmao
also, i'm not entirely sold on the AI explanation because uh, Monster Hunter Rise exists
and it has literally copy and pasted AI code from World
(which was then copied and pasted into Wilds)
also regarding Dragon's Dogma 2: that game actually runs significantly better for me than Wilds does.
Yeah basically this. The MH team has never shipped a game that actually ran very well. Rise was probably the best result that wasn’t a handheld port to home consoles.
especially after updates, it's still isn't perfect, but outside of large NPC concentrations, it actually runs pretty well on my system without FG, something that Wilds...never manages to do.
World's performance apparently improved quite a bit once they removed Denuvo
And yet it runs significantly worse, because there's more happening than ever did in Rise
It's a volume issue
DD2 absolutely chokes in areas with lots of AI
well, yes, it does, i know, i played it.
That's why the open world is less awful ~ much fewer instances of concurrent AI
but GUESS WHAT
I ACTUALLY GET CPU BOUND ON DD2 WHEN THAT HAPPENS
i never get CPU bound on MH Wilds
i'm more GPU bound than anything else LOL
Have you checked usage of each of the cores? The game doesn't scale well with CPU either.
I did it, the game does use a lot of CPU
In camp areas, the framerate just chugs: ~55fps with a 7800X3D.
It's fucking awful.
In the wilderness areas, the GPU is being utilized a lot more, because there's more happening visually, more visual stuff being streamed in.
So GPU usage might be masking any CPU bottlenecking.
Because there's still a lot of concurrent AI in the wilderness areas ~ just spaced further apart.
but if i look with SpecialK or presetmon my GPU usage, it's always at 100%, and that is my main limiting factor.
and that is on the camp.
i'd need to drop down to 1080p or lower to get CPU bound.
That's very strange. What CPU, GPU, monitor resolution?
7800X3D / 7900XTX / 2560x1440 on my end.
i'm on a 12600K, RTX 3070, 3440x1440
I wonder if your GPU is the bottleneck here...
I had a test system that used similar specs, and it was always CPU-bound or GPU-bound in camps or wilderness ~ never really got it above 50fps.
In camps, it managed 40fps.
My more powerful system manages ~75 in the wilderness areas, but the frametimes are a mess at best.
What does GPU wait show with PresentMon? Something can be 100% busy, but really be waiting on the CPU.
Noticed that camps and villages were awful with the GPU waiting on the CPU.
the game does use a lot of CPU (especially since they broke DirectStorage GPU decompression and CPU decompression is very CPU-intensive), but i don't think most people are CPU-bound outside of high end systems with high-end GPUs or people with old CPUs.
I'll need to reinstall the game to give precise values, but i didn't spend much time waiting on the CPU from what i recall.
but that was back when directstorage actually worked
I've experienced exactly that ~ it was drawn to my attention by Daniel Owen pointing out GPU wait metrics when in Kunafa or the base camp, so I went around testing it.
But I was also using high res textures without having decompressed them, so that may have contributed, perhaps.
I never used the high res textures because uh, 8GB of VRAM.
that shit ain't happening LMAO
Ah... there's another thing that might distinguish our experiences.
DirectStorage memes yet again, perhaps...
And whatever the fuck RE Engine is doing behind the scenes
I have no idea what that engine is even doing at times
anyway my point is just that this game is fucked in more ways beyond CPU utilization.
this game is just very GPU-demanding for some reason
something that DD2 wasn't
The game is very CPU-demanding in certain areas ~ I've experienced that myself
Daniel Owen found that a 9800X3D was necessary to bruteforce past certain issues
I'm not saying the game isn't CPU-demanding but that the game is also GPU-demanding for some reason
even though it shouldn't be for the graphics being displayed.
Yeah, I've experienced that too ~ it flip-flops, depending on the area
DD2 had these issues too ~ but it fared much better in wilderness areas with low NPC counts
So I don't know how Wilds is fucking it up, despite not having playable areas nearly as large
Does DD2 use DirectStorage, I wonder?
it doesn't
Ah, yeah, there we go
MH Wilds without DirectStorage would probably be an awesome experience...
Relatively speaking
I mean, you can nuke the bad parts of DirectStorage with that tool to remove GDeflate compression
But I sort of suspect that they've plugged it too deeply into their code to make it optional
Yeah ~ but that doesn't help nearly as much as I would have thought
The frametimes are definitely improved ~ even if there is visible texture streaming
i don't think DirectStorage is the biggest thing that kills performance
I agree
what DirectStorage GPU decompression does is kill frame times lmao
There are many issues ~ and that was just one of them
CPU decompression is also relatively awful
well, yes it is
There's just no substitute for decompressing the paks, alas
correct.
I can only hope and pray that they make DirectStorage optional at some point
they kinda can't unless they make an alternate download that isn't compressed lol
That is, let you disable it
You can decompress without DirectStorage
Many games have decompression and streaming systems that don't use DirectStorage
yes but the problem is GDeflate lol
World managed, after all
The Paks also seem to use ZStd
GDeflate is the compression algorithm that you need to use in order to use DirectStorage GPU decompression
But the real issue is just DirectStorage, not the compression algorithm
How do you know for certain?
Maybe it is DirectStorage's implementation of the algorithm?
Because DirectStorage is still being used even with decompressed files ~ for streaming.
So it is still very much at fault.
I know enough to know that PC games just don't need it, unlike consoles
I know that decompressed paks still use DirectStorage for streaming in textures
ok so, hear me out here.
there is two parts of DirectStorage, the API that allows you to access files through batch operations using nvme command queues and bypasses things like NTFS file system filters that significantly slow down I/O.
THIS IS FINE, it's not a massive improvement, but it's better than the regular Win32 file system APIs, and doesn't have a negative impact on performance.
Lots of games use it with perfectly fine results.
The problem is GPU DECOMPRESSION, this is also a part of DirectStorage and what this does, is define a compression format that is efficient to be decompressed on the GPU through a compute shader, this is GDeflate, and DirectStorage both provides a GPU compute shader to decompress GDeflate or a CPU decompressor as fall back in case the compute shader fails to run or in case running decompression on the CPU is preferable in case of lower-end GPUs.
This is the questionable part of DirectStorage, thanks to GDeflate being a format optimized for GPUs, it destroys CPUs, but at the same time, running decompression on the GPUs is kinda questionable, since you are using GPU compute time that could be used by rendering.
The thing though, is that DirectStorage only really supports decompressing GDeflate if you want to support GPU decompression, because other compression algorithms don't really scale well on GPU compute cores (aka they are slower than the CPU at the same task.)
so it's kinda like an all-or-nothing approach.
If you want to support GPU decompression, you have to compress your game with GDeflate.
this is fine, it doesn't matter, that part is actually beneficial.
Because i actually implemented DirectStorage elsewhere.
now they could remove GPU decompression entirely (they kinda did that anyway with a patch where they broke it)
and recompress the paks with something else
but what negative side effects will that have are kinda of an unknown to us.
how big will the game get if compressed as zstd? what are the downsides of using zstd decompression:? (is it slower or faster than GPU decompression?)
but there isn't an easy way for them to offer GPU Decompression and not offer GPU decompression
(unless you provide two different downloads, one using GDeflate and another using something else.)
you can get rid of directstorage entirely, but if you keep GDeflate compression, you will still have the same issues as using DirectStorage, because the problem isn't DirectStorage
but the compression algorithm being used.
Game still runs bad, not even current hardware can me it run above 120fps well. Not even going to bring up how it launched
THIS IS FINE, it's not a massive improvement, but it's better than the regular Win32 file system APIs, and doesn't have a negative impact on performance.
Except for all of the games that don't, and actually get worse with DirectStorage enabled.
It's because DirectStorage was developed with console architectures in mind ~ whereas PCs never had any of those limitations, so only suffer.
And yet it runs better on CPU for Wilds... which is a further insight into the fucked up nature of whatever's going on.
Games do not need to use DirectStorage for compression or streaming ~ games have been doing both for decades without it.
Yet DirectStorage is just worse than games doing it all themselves...
Oof.
(citation needed)
the only games where directstorage has issues are the ones with gpu decompression lmao
(which is for the record, this game and ratchet and clank)
I`m going to be very real and very rude with you, if you can't separate GPU Decompression from the rest of DirectStorage, you are an idiot and i'm done talking to you.
Because i literally explained to you how this works
and you just ignored it
ok while i wasn't looking, it looks like Spider Man 2 released with GPU decompression, you can add it to the pile.
GPU decompression is kind of a questionable idea that so far hasn't proved itself, but the rest of DirectStorage is fine.
For instance, Forspoken, New World, Final Fantasy 7 Rebirth, Ghosts of Tsushima, Horizon Forbidden West (and Zero Dawn) don't have issues caused by DirectStorage lol. (and those are the ones i can remember from the back of my mind, i'm certain there is more that i'm forgetting.)
R&C would crash for me on 'ultra' textures, on 4090 and 5090, both. Apparently a known Nixxes BS.
Is it related to DirectStorage shenanigans, too?
RIP, okie
the issue with R&C is that NVIDIA users lose frame rate with GPU decompression 
Was weird and would only happen in very weird instances, but no other way to counter it (that I could find) but put it on high. Thankfully, game still looked great.
(but this is true of any game using GPU decompression)

We have a total of 3 games using it, as far as we know rn? For conversation's sake.
Wilds, R&C, and Spider-Man 2?
Final Fantasy 16 also uses it sometimes.
Man
but i don't recall anyone having issues on that game.
but it's just those 4 to my knowledge
I think I did apply something to it, not sure what it was. I know I was using Optiscaler for some sharpening stuff and something regarding DirectStorage.
Ran very well for me, other than the ... quirks the game had itself, not so much performance related.
actually there is some RTX Remix games that do also have GPU decompression through a thing called RTX I/O that also use GDeflate, but that's like, Portal 1 and Half-Life 2 lmao.
so uh, who cares?
(that's also not DirectStorage)
Sorry, but even when there is no GPU or CPU decompression happening, DirectStorage-streamed textures still look awful ~ I got obvious fade-in upon loading the game, even on NVMe.
Besides, neither of us knows exactly what Wilds is doing, so we're speculating over very little.
Dude play other games I BEG OF YOU
You have good experiences with the game ~ I do not.
I have???
Wilds' gameplay is great, but the performance and visual issues gradually wore me down.
Very few games seem to use DirectStorage anyways...
according to the internet, these games have DirectStorage, and like, nobody else is saying these games have shit textures.
so uh have you considered
that perhaps monster hunter wilds is just shit?
and it's not a problerm with directstorage?
It can be both?
Well what is your evidence about it being both because i'm not finding it.
and contrary to you, i actually wrote code that uses directstorage
no other game with DirectStorage has this issue, there is no evidence about it being both
it's literally a shit game being shit issue
Yikes Anyone here test this? https://www.reddit.com/r/nvidia/comments/15cwpdq/psa_for_those_playing_rc_rift_apart_on_a_rtx_card/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1 Edit People on Twitter are posting benchmarks. DirectStorage must be broken right now https://twitter.com/sebasti66855537/status/168538984860...
I specifically mentioned R&C being a problematic title
i don't get the rest of the posts?
Forspoken is mentioned is being a very barren game, so it probably doesn't suffer much.
it's just pointless speculation that doesn't matter
sure whatever
what about the uh other games
Talking about issues in games that use DirectStorage
I am curious how they actually utilize DirectStorage if they perform well
Maybe they're not using it for everything? 🤔
Hi upgrading direct storage files dstoragecore.dll and dstorage.dll fixed all my stutter issues with the game running on Windows 11. You can also delete the two files but Direct storage will be disabled. The files can be downloaded from here: https://devblogs.microsoft.com/directx/directstorage-1-2-available-now/
i'm sorry but this seems like snakeoil
So, the game doesn't actually hard-require it...
It worked for them ~ so what's your counter? "Snake oil".
Did you actually read the comment chain...?
yes, i did, it to me looks like shader compillation stutering that got fixed by a second run
like i'm sorry but i'd like to see more conclusive testing than "thx dude it works 👍 "
did someone test the previous version against the new version on the same place?
Some say they have no issues ~ but that doesn't mean DirectStorage is being utilized for much
Frankly, DirectStorage is not the magical thing Microsoft touted it to be
It was designed for consoles first and foremost
Sure, it isn't, i never said it was.
Which is why it probably runs amazingly well there, and produces little for PC
The fact that it slows some games down is concerning
AGAIN this is only an issue with games that use GPU decompression.
THAT'S 4 GAMES
OUT OF 15
If DirectStorage's whole deal is GPU decompression, and it fails at that, something is fundamentally wrong with the technology
On PC
On console, the CPU and GPU share the same pool of memory, so of course it goes fast
that is not the whole deal about the technology
that's how it was sold to gamers
That's its main appeal ~ decompress and stream textures via the GPU, without involving the CPU
but it actually does more than that
Then that was a lie
It deceives and angers
well perhaps it was, go complain to microsoft, not me.
And then gamers are blamed for not eating it up
I hate the blame gamers get for getting angry about being deceived ~ "they should have known better"
I couldn't care less about gamers
the only thing i'm interested in talking about is technology.
But yes gamers don't understand DirectStorage
the thing about DirectStorage is that you can batch file system reads ahead of time, allowing the drive to find an optimal route to the files quickly, and have those commands be mapped directly to native commands (https://en.wikipedia.org/wiki/Native_Command_Queuing), which cuts down on overhead
but anyway, the actual reason why not many games have adopted DirectStorage isn't because the tech is bad, but because as i said, it requires you to batch reads ahead of time.
an engine needs to know ahead of time what files it will load so it can batch them when performing work submission.
not every engine is going to have that information ahead of time, so that requires extra work to implement, and provinding that information ahead of time might not be viable depending on how your engine is setup.
it also needs to be mentioned, that neither Unreal or Unity have implemented DirectStorage support yet, that's partially why we don't see it as much.
most games are using an off-the-shelf engine, and not many devs are going out of their way to add DirectStorage to an off-the-shelf engine, after all, they bought an engine in order to avoid dealing with this shit.
until UE and Unity get support for it, we probably won't see it very often.
Didn't she say that to begin with, like from the very start?
That we don't know for sure it's the engine's fault or not.
gotta love starting a conversation then immediately falling asleep to wake up to 30 minutes of reading lol
We can witness the results ~ and we can compare it to DD2, which has similar issues in areas populated with NPCs.
This is a distinct issue from the texture streaming issues, and decompression stuttering, but it adds to the overall brokenness people report with the game.
The results appears as stuttering, visual issues and poor performance, which can be figured out to some degree.
What I mean is that we just don't know what the engine is doing internally for NPCs to cause lowered frametimes or why it blocks, resulting as stutter, on decompression, even if it doesn't on just texture streaming.
RE Engine is good at one thing ~ Resident Evil games, which have neither big open areas nor lots of intensive NPC stuff happening all at once.
@wintry shell Do AMD GPUs fare better at GPU decompression? I remember reading that somewhere
they do
GPU decompression is performance neutral on AMD GPUs from what people tested at R&C
Do AMD GPUs handle compute shaders better?
not really?
they used to handle async compute workloads better but that was solved with modern NVIDIA generations.
Feels weird for Nvidia to ignore perf issues on it
Some of their own tech use gpu decompression
yeah it's weird but uhh it's what it is lmao
I'm not sure it does, but on a system with a 12700K + 3060Ti, I could never get the game to go above 50fps, even on lowest settings, with an NVMe.
At maximum settings, maybe 30-ish fps? 40, if I was lucky.
It's weird how oddly bottlenecked it was.
Nothing I tried helped ~ I tried mods, configs, barely made a difference.
Not really weird. Maple already explained why
I mean, there are definite performance issues ~ maybe just not entirely related to DirectStorage for whatever god-forsaken reasons.
If it wasn't CPU-bound in Kunafa or base, it was GPU-bound in the fields.
I had to stop playing on that system, as the game just didn't run well.
to measure CPU/GPU limit you need to monitor the GPU wait / CPU wait graphs
if the GPU wait value is high then you are CPU limited
Yeah that texture pack is for mainly people with 24GB+ tbh. The minimum is 16GB but people say it uses around 20-22GB 
i haven't tried it since launch maybe it's better now
they fixed some issues with cpus and there's been a bunch of new dx updates so who knows
My game still stutters sadly with a 9800X3D/3080/3440x1440 the new DLSS change they did messed me up since.
I do not dare to try that texture pack because even on a good card it still has bad optimization on top of the already game bad optimization.
"still stutters" the 3080 is pretty old now lol
Yeah but the game itself has microstutters and bad frame drops when fighting stuff.
the new dlss sucks with 30 series and below so that's pretty rough
DLSS performance + framegen I am sitting around 110 fps
not bad
same for me but at 4k
been a lil bettter recently tbh i can use max settings now while staying around 60fps no fg
My friend who has the same stuff except a 5090 says his game stutters and frame drops like crazy lately 
that's bummer that RE engine doesn't scale well to big open world
because RE2 and RE4 look good and perform very well
the new re looks amazing
want more performance? turn on upscaling
want to push graphics? turn on RT
mh wilds is just too big for RE engine
i feel like re atleast has decent lighting performance
or devs couldn't get the best out of it
the new re looks like it's gonna go crazy with rt so i hope it does atleast
studios are chasing photorealism while players demand fps and decent visuals
For that matter I am tired of people complaining about "RE engine is not optimized for open worlds hence the performance is shit" I understand the strong correlations across wilds and DD2, but guess what those games are coming from the very same developers. Maybe it is developer problem maybe both who knows. Also RE engine was always on the heavier side for the CPU even for the praised games such as Resident evils, Devil May Cry 5 or monster hunter rise.
That is the CPU side of the things, that you can maybe tie to engine fault to some extent, but wilds is also extremely heavy on GPU in a weird way, because how unbalanced the assets are, some textures are so bad not aligned well with the actual geometry, some are pointlessly high resolution. And some models have too less polygons and some models are out of proportionally high number polygons it is very inconsistent mix of stuff all over the place. I wonder if all of the textures and models are coming from within Capcom or not? Maybe they off-load some asset creations other small independent studios or something. It is glaringly inconsistent quality wise.
They also seems to slap lazy but costly local light sources, global illumination techniques without doing proper shadow mapping/light mapping which were backbone video game optimization before new ray tracing hype has taken over the industry...
For the direct storage thingie, It is in the name its main selling point was the bypassing traditional filesystem boundaries by directly(well, more directly at least) accessing storage reducing the overhead of file access operations. It was still all about CPU, GPU decompression was not even in the loop then.
Soon after, people realized the potential, with direct access, it meant data would be streamed directly into GPU provided GPU has the capability of processing it effectively because standard file access always went over CPU. Which should be obvious since we have 2 different devices but, GPU and CPU have different compute units, as such you can't slap the CPU logic to GPU and make it query and access SSD storage. So they slowly developed GPU logic. G deflate is one form of it, to decompress the data after it has been read, on GPU hence "G"deflate.
So one might even argue, gdeflate algorithm should not be an official part of direct storage, but I guess they go hand in hand so they lump them together under the same library...
seems updates have removed stutters on my machine now i can farm end game in peace
The real problem with Gdeflate is that, it will reduce your render performance in a GPU bound scenario, because you are using your shader units to do file access and afterwards decompressing that said data if it was in a compressed format. So it eats your GPU.
If you are heavily bound by CPU then it can help to reduce the burden on your CPU by offloading it to the GPU. Then you can argue in which place is technically more efficient to do it, and I would still say CPU most of the time because algorithms are much more mature for it on CPU instructions given that it is also compressed accordingly in the first place.
But as you can see it is a case by case thing. Depends on the situation really.
Ideally it would be better to have a dedicated and specially designed compute units on GPUs to do those file access and decompression stuff. Because that is how CPUs were evolved, modern CPUs have a dedicated IO controllers for example, but for GPUs all those stuff are foreced on the shader units that makes it questionable indeed.
Always had some measure of GPU wait in villages or towns ~ basically, anywhere with lots of NPCs. In fields, GPU wait was basically nothing.
✅RenoDX: MH Wilds
anyone else started crashing on the lateset nvidia driver?
It seems like reframework is not working after TU3
oh the update is out?
but isn't it normal that the updates break ref?
since it works with some memory address that they jump over or w/e
Update is breaking RenoDX as I uninstalled all mods
Going to actually confirm this with a fresh install.
Nope, can't get any of it to work
make sure dxgi.dll is also deleted. reshade will crash your game without reframework
Can't seem to get reframework to work right now though. Am I the only one?
You're right, sorry, was flipping between this and work and confused myself
I will just wait for the DLC and final update lol
reshade doesn't even work for me
it can't work without ref
so that's expected
unless you mean reshade without addon support, that might work
but then you don't have Renodx... 
why would reshade need ref
good lord i forgot how awful this game looks without mods
this is unplayable
Because this game has a billion layers of shitty Capcom DRM that REF disables
im not sure how drm works but im pretty sure its not something you can just disable lol
i was talking about visually anyway
reframework just jumps over all of it
enabling all mods and stuff like reshade/renodx
it's not really drm, it's their Capcom anti tamper code
people just call it that
is reno still borked for the update? not working for me currently and i dunno if bork or me having skill issue
did you install REFramework nightly?
I'll download it after work and see how I get on, after making a backup of the game first.
and does it work again? did somebody try it out?
I can get the game to start with reframework, but not with RenoDX installed
I just tried it myself and well it works? With both reframework and renodx no issues so far
Yea i figured it out. Had to update some old files
Worked do me after updating reframework
it loaded for me so that's an improvment
compiling shaders rn gonna try with renodx and all my mods now
yeah works fine now\
What setings do people use for renodx? Are default good? I have a qd oled monitor if that makes a difference
Default Vanilla present and set your preferred brightness. Filmic present can also look nice but it breaks some scenes so I wouldn't recommend it for general use.
This is my Vanilla+ preset, I used it to "fix" the colors and cutscenes
Thank you
Np, you should use the mod that removes the vanilla sharpening too btw
Doesn't Reno do that already?
I don’t remember anything about a mod that removes sharpening
ah you are right Jon fixed it, my bad
they changed the shader with one of the previous patches and Jon had to fix it, but yes Reno should disable it
these are great thanks for posting them :D
just did and it's still not working. game launches fine and i can open reshade, but none of the sliders work for renodx
figured it out, I had to turn compatibility mode off in SK
Damn at least it launches with SK for you, if i try to shit just crashes with dxgi error but without works fine lmao
sk's always worked for me. I just somewhat recently did a clean windows install and forgot I had to turn off compatibility mode for this game
My god been trying to kill Omega savage for about 2hrs... people just keep dying and dying and leave the match.
I might be better off with the NPC and doing it alone.
The support hunter NPCs are goated
I might have to try. I finally got a random squad that was able to beat it. I am a HH main so I been healing and giving everyone the buffs. People still find a way to died immediately lol.
Yikes 3 2.0 tickets need... only two more kills to go I guess 
I been getting this all day. Is it due to the latest reframework nightly build.
SK, Reno and REF have been pretty stable from me. Had a single crash, but it's probably just Wilds being Wilds.
MHW still can't enable HDR with FreeSync Premium Pro, any suggustions?
I can force the use of FreeSync Premium with CRU, but the display effect on my QD-OLED is not as good as when FreeSync Premium Pro is enabled.
I am not sure really. I have premium pro enabled with native hdr + renodx with no issues. Is the option white out or something. Dumb question but do you have it enabled through windows.
When my display say premium pro on, the MWH can't enable HDR. windows HDR is always on. my monitor is samsung g85sd.
No problem, I quit again.The graphical quality of Monster Hunter Wilds is even worse than before; the NPCs in the camp appear blurry even at a short distance
I remember in the past and not sure if it is still an issue but AMD gpu were having issues with enabling HDR in-game. I did see CRU was one way to fix it. Does changing HDR on through the config.ini do anything?
Probably a shader compiling (delete shader.cache2 to recompile) issue or your texture settings is too low. The game needs a few fixes, especially the streamline texture mod if the normal version doesn't fix it. There was a recent renodx MHW fix above to fix the sharpness or something. People above were stating the sharpness was messed up. This could be your issue if you are using an older version of the renodx for MHW.
been getting this crash ever since the update but i'm not sure if it's mod related or not - have you narrowed down the cause for this at all?
i took out everything except reframework itself and haven't crashed yet but the timing is pretty random so i'm not sure if i'm just lucky
i'm thinking it might actually be renodx related at this point
I haven't since the crash has happened less and I feel there is no way to tell which mod is doing it. RE is needed to run most mods and I also need it to make proper use of ultra wide compared to native. I personally think it is due to RE with a few comments mentioning the same error. I searched and the error happens when the game attempts to use more VRAM than the system can handle. There may be a memory leak with RE.
The crashing does seem really random. I have only been doing Omega fights and sometimes it crashes mid fight after 30 minutes to 1hr or not at all. Other times I crash if someone withdraws from the mission and I am left.
hmmmmm
i guess i might just have to play for an extended period and see if it happens again
or maybe just leave the game open for a while if it's a memory leak potentially
I think 01189 version worked fine before but some people said they were getting errors booting the game related to .pak not being able to load.
I was on that version but I updated to the latest as usual. I might go back and see if I can even boot my game at all. 01189 booted fine into the game and a lobby. I will have to run this one and see if I crash still or not as I play later today.
coming back to MHW for TU3 after not playing for a hot minute
do we need a specific version of reshade/renodx now?
Latest 6.5.1 works fine for me but I do not use it with SK so not sure if you do. The latest renodx works fine.
@vivid pendant Also reframework nightky 01189 seems to be stable with no crashes yet in a few hours.
Accidentally activated the vanilla+ preset on renodx when I'm trying to run the game in sdr
How do I set it to the sdr mode?
Or is this just automatic if I turn off automatic hdr in the game settings (windows sure does love to turn hdr back on after you manually turn it off)
Ugh, now turning off HDR ingame makes everything look hideously saturated for some reason
I am so sick of tweaking to get this game looking right again after every major update
the mod should work in SDR just fine with vanilla+
is there a way to completely turn off auto-exposure? i'm using Fixed exposure but there's definitely still auto-exposure in some form, it's very obvious when looking up at the sky and back down to the ground
i haven't seen a mod for it but maybe i missed it
you mean the eye adaptation?
fixed exposure is different
oh i guess it's the eye adaptation yeah
not a fan of that
Here's a preset using Fixed + Post-Grade exposure for anyone who's having trouble getting that combo looking how they want - I've spent a fair amount of time fiddling with this, and on my display it doesn't hinder gameplay too much while still getting quite dark.
I found it effective to start with getting Exposure Strength right - I got what felt like realistic values for the darkest and brightest scenes I could find and took the midpoint of that, then used Exposure to raise it to where I could comfortably see in all conditions.
Everything else is basically just adjusted to taste, with Contrast lowered a bit because the game's eye adaptation makes it difficult for me to see in some specific areas unless I do that (probably impacted by my monitor's black crush...).
Here's shots of the Plains in each weather condition (Day and Night)
And the Forest:
fixed looks great, but it looks kinda/really bad during cutscenes
I see you like using "unorthodox " settings too 😄
but those game brightness/exposure values are not going to work with a higher peak brightness setting unfortunately
#1347155473266114580 message those clouds look clipped here
Pro tip get the volumetric fog mod and move that shit back
i think they're clipped in that image because of the eye adaptation being weird but i'll check later, might have to do more tweaking
didn't know about that one, will have to try it out
I really don’t like the fog but it also hides a lot of artifacting so it’s hard kinda finding a balance
I don't recommend removing the volumetric fog entirely
I said move it back not remove it
Plus I just sent screenshots where I clearly didn’t do that lol
it's completely removed on one of the screenshots tho
to oblivion xD
It’s more obvious at other spots
seeing the line where the fog starts looks bad imo
I tested the mod
the fog in the jungle can be a little annoying but the game looks worse without the fog imo
Wait till you see stormy weather
That’s what I based the settings off of
That’s when it looks the worst
stormy weather should be stormy with low visibility
that fog is actually dust/sand
You do you but I don’t want a shitty grey filter covering my screen making everything dull

Mfs got category 5 hurricanes every week sucks to live in the monster hunter universe ig
for sure xD
What's the best preset for this game?
there is no best preset, but if you want a vanilla like experience with correct looking cutscenes then you can use mine
there's no preset that would fix their atrocious color schemes in some locations/lighting
unfortunately
god curse the souls of whoever designed some of that shit
😸
mind if i ask how you have some of these extra settings such as Highlight Saturation? I downloaded the latest one on github and dont have all this
switch to advanced settings mode
maybe ive installed the wrong version 💔
oh btw is US CRT essential to your preset or can I use JPN Modern without leaning too far away from the aesthetic you were going for? I find it kind of balances out the warm filter the game seems to have over everything
Do you have HDR turned on in Windows?
I’m no expert, but I believe your image is what the settings for the addon look like when you’re in SDR
yes, turn on HDR in-game
It is essential if you want more accurate colors
ooh yes I see, thank you
if i switch back to my SDR rig, would you recommend the same preset? (minus the extra HDR settings)
coming back to this game. but with an SDR monitor. not sure if that really matters. But anyways, i can successfully load reno via reshade through SK but.....nothing is happening. no changes to the image with any toggles or anything. Any ideas?
god this game kills me i swear. this fixed from sk dc. which i remember doing eons ago
Don’t inject ReShade through SK if you want to use RenoDX
Nope, SDR is different
Since people that frequent this would probably be interested, just put out a mod for MH World.

