William Yagi-Bacon of CAPCOM, the Vice President of Digital Platforms and Marketing, has provided detail as to why Monster Hunter World is going to be quite CPU heavy on PC in spite of the scaling too well.
So as to remove the interstitial loading during active gameplay, MHW loads whole of the level into memory. As well as managing assets that have been loaded into memory, it manages LOD & object culling, records the health status, monster interactions, environment/object changes, calculates collision detection and physics simulation, and a lot of other behind the stage telemetry stuff that you do not yet consider as it is in need of CPU cycle. All this is besides supporting any GPU rendering tasks.
Whereas the MT Framework engine has been here for us for a long time, it is doing a great job in transporting CPU cycles and load-balancing tasks to all of the available threads and cores. The engine itself is set up to work for x86 CPU instruction set, it is very much scalable, and frankly speaking, is platform agnostic in spite of of PC or console platform therefore on condition that it matches with the x86 instruction set.
Monster Hunter World is scheduled to be presented on August 9th on PC, just some time more than seven months later than it was released for the console.
The post CAPCOM tells Why Monster Hunter World Is Heavy on PC appeared first on Ghana Live TV.
This post first appeared on Watch Gtv Ghana, Adom TV, Tune Ghana Radio GhanaLi, please read the originial post: here