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Capcom explains why the Monster Hunter: World-Port is CPU-heavy



We tested the PC version of Monster Hunter: World on a variety of systems to see how it is handled and the overall impression was that it is a sophisticated port but loaded with graphics options.

In the Resetera forums, in a thread that summarized the port's preliminaries and impressions, William Yagi-Bacon, Cap Vice President of Digital Platforms and Marketing at Capcom USA, explored why the CPU is so demanding.

"To eliminate interstitial loading during active gameplay, MHW loads the entire layer into memory. In addition to managing the assets loaded into memory, monster interactions, health status, environmental changes / object, managed LOD & object culling, calculated Collision Detection and Physics The simulation and many other background telemetry data that you do not yet see require a CPU cycle, which additionally supports all GPU rendering tasks.

"While the MT Framework engine must be It is a good job for years to distribute CPU cycles and load balancing across all available cores and threads. The engine itself is optimized for the x86 CPU instruction set, highly scalable and, regardless of the PC or console platform, is platform independent as long as it conforms to the x86 instruction set.

Monster Hunter: The World Comes Out on the PC on August 9.


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