PC Port Report It has felt like an eternity, but Monster Hunter: World has finally made it to PC! The near-seven month wait led many to hope that this wouldn't be some no-effort port, but that Capcom was taking its time and making it "worth the wait." Well, it is! Tested on: Intel i7-4770k 3.50 GHz, 8GB of RAM, Geforce GTX 970, Windows 10. Framerate measured with NVIDIA GeForce Experience. Installed on an SSD. There are a bevy of options to fine-tune in order to optimize performance on your rig. That being said, I had to turn just about everything down to the mid-low range in order to achieve 60 frames per second (FPS) on my rig -- and even then it would dip into the 50s during heated moments. I know my tech getting a little dated, but I didn't expect such "poor" performance here. I don't mind having to keep everything on the lower end of the scale (I'm used to handheld graphics in Monster Hunter games), but it did surprise me. The most important option to play with in order to increase FPS is Volumetric Fog. It's literally just...fog. I turned it off and instantly saw around a 20 FPS boost. And honestly? I think the game looks better without it on, so it was a win-win. The FPS can be capped at 30 or 60, or left to run wild and uncapped. Mouse support is great all throughout the game's various menus. I'm actually a big fan of the mouse cursor they used -- it's pretty top notch. It's a little triangular arrow when not hovering over anything, and then a pointy hand when it's over something clickable. I love it! It is slower than hitting the A button over and over again, though, so you may want to have one finger over the left mouse button and another over the enter key (I use the one near the numpad) to make some of the menu-heavy elements like picking up bounties quicker. I'm sure the question on many people's mind is: can this be comfortably played with a mouse and keyboard as opposed to a gamepad? Now, I've spent over 100 hours (chump change, I know) on the Xbox playing with the controller, but I think I prefer the mouse and keyboard. Yes, even for melee weapons! Obviously the mouse and keyboard is a huge boon to anyone playing the bow, light bowgun, or heavy bowgun. Having the fidelity of a mouse when aiming is just great, with adjustable sensitivities and quick movements, I actually enjoy playing ranged weapons now! As much as you may think it would be clunky to play something like the Hammer or Greatsword with a mouse and keyboard, I had very little issues. If you are not comfortable in general with the mouse and keyboard setup, then by all means -- use a controller. The game auto-recognized by Xbox One controller mid-game and swapped the displayed inputs instantly. If you've grown up playing games on WASD, I'd say play with the keybinds and give it ago, especially if your mouse has more than three buttons. As for keybinds, the defaults are okay, but there's a lot of tinkering to do. The same goes for the Steam Controller. I rigged mine up to use the gyro when aiming with ranged weapons and it felt awesome! Everything can be rebound to whatever makes you happy -- with one exception. The quick select menu now has two types. The first is the radial menu that the console players will recognize and controller-users will feel comfortable with. Then there's a keyboard-specific one that uses the F keys (F1, F2, etc.) and number keys. I don't know about you, but I am not in the habit of hitting the F keys as a "quick" option. I do wish that the activation keys for the quick items could be rebound, as I can think of many better options to actually make them, well, quicker. Regardless, I've gotten used to at least using F1 to access some of the main items quickly. I suppose you could, outside of the game, rebind F1 to something else, but hopefully, they patch in the ability to remap these buttons. Or, allow us to use the radial menu that controllers use but with the mouse instead. As of now, only WASD register, essentially limiting you to the cardinal directions on the wheel. Steam integration is here as well. Steam groups have replaced in-game squads, allowing for group pictures to show up in the gathering hall. You are able to view the Steam profiles of players online. I did lose connection to Steam once when Steam when down as I was playing, and thankfully it did not just kick me out entirely. This is the same as it works on consoles, for those who have experienced it. Perhaps my favorite benefit of the PC version is how fast everything loads. When I played on Xbox One (standard), I would select a mission, visit the in-game chef and do something quickly around the house, then depart on that mission and do something not-so-quick around the house. It took forever to do anything that required a loading screen. With Monster Hunter: World installed on an SSD (it's about 18 GB), I barely have enough time to sneeze before the mission is ready. It's so amazing, I can never go back to playing on the Xbox. Now that the random crashing has been fixed, I can say with confidence that this version is better than the console version. It is behind on content for now, but it does have the quality of life additions that have been included in the console version since launch, like being able to return straight to the gathering hub after a quest. The customizable visuals, load times, control options, and Steam integration make this a port that was worth waiting for.<doc-sep>Running up against error 83-MW1? Capcom's investigating Monster Hunter: World has proven mighty popular on Steam. It's one of the most-played games on the platform right now, with hundreds of thousands of concurrent players hunting the good hunt. That said, the PC port is not without growing pains. Connection errors are deterring folks as of late. It's one thing to struggle with disconnects as a solo player. That stinks. But trying to organize a full group of friends to join you only to run into connection errors? It's a frustrating situation all around. Earlier today, Capcom acknowledged these errors, but there's still no ETA on a fix. We have been receiving numerous reports that players are experiencing connection errors several times after they depart on quests. We are currently investigating the cause of this and are working with Valve to resolve the issue as soon as possible. We will keep you informed of further developments in this matter. We thank you for your patience and apologize for the inconvenience this has caused. In the meantime, players have tried to figure out their own solutions or workarounds. I've seen multiple threads about a so-called fix for error code 83-MW1 that involves disabling the Steam overlay and Big Picture mode, but that seems like wishful thinking at best. It's on Capcom to figure out what's up. I did get a kick out of this lighthearted post from Steam user elex_, though: "POSSIBLE FIX. Press X when Capcom logo appears and hum a random melody from Street Figher 2. I was humming Guile Theme and it worked great! But make sure you do the whole song without any errors!" Laughter eases the pain. Connection error after departing on quests several times [Steam]<doc-sep>Capcom's Monster Hunter: World just released onto the PC and has already attracted the attention of thousands of players, so many that it has actually broken the launch record for most popular Japanese title. Despite the games immense popularity, players have been experiencing numerous connections issues, some of which have been so bad that it has turned players away from the title until the problems are fixed. Do not fret though, Capcom has recognized that there is a severe problem with the PC version of Monster Hunter: World, and have announced that they are currently on the case to investigate the issue. According to MHW_Capcom, "We have been receiving numerous reports that players are experiencing connection errors several times after they depart on quests. We are currently investigating the cause of this and are working with Valve to resolve the issue as soon as possible." Unfortunately Capcom did not provide a time for when they would be rolling out these fixes so we can only hope that these problems are not major ones and instead can just be fixed with a simple small update. Capcom finished off their post with "We will keep you informed of further developments in this matter. We thank you for your patience and apologize for the inconvenience this has caused."<doc-sep>Earlier this year, Monster Hunter: World took the gaming community by storm, selling over five million copies during the course of its weekend debut and earning countless positive review scores. Now, it has been ported to the PC, and Steam users can get their hands on one of 2018's biggest hits. However, many PC ports in recent times have been poorly optimized, so I decided to check it out to see how it ran. Here's what I found. Armed with an Intel Core i7-8700K processor, an NVIDIA GTX 1050Ti graphics card, and 16GB of RAM memory, I dove into Monster Hunter: World at the highest settings with 1920 x 1200 resolution. With no framerate cap selected (you can cap at 30 or 60 if you want), Monster Hunter runs at 70 to 80 frames per second (FPS) on average. However, things get tricky during rare intensive moments. When exploring vast open areas or fighting gargantuan beasts, my FPS dipped down to around 45, with 38 marking the lowest point. VPN Deals: Lifetime license for $16, monthly plans at $1 & more After tweaking settings, I discovered that the cause for this was volumetric lighting. Due to how high quality this lighting is, it would take a GTX 1080Ti to keep a consistently high framerate during the intensive moments. Thankfully, though, the game still looks fantastic with volumetric lighting off, and if you decide you want it, the occasional drop to 38 to 45 FPS isn't that jarring. No stutters in sight<doc-sep>
Since launch, Monster Hunter World has been suffering from a number of connection problems on PC. In many cases, this causes Monster Hunter World to kick players out of an online session mid-fight. It’s something players have been struggling with, mostly because of its random nature. Connection problems are one the most common complaints on the game’s Steam forums, even more so than talk of how unoptimised the PC version is and everything that entails. Error code “50382-mw1” is the one that keeps popping up. No one is really sure what causes it. Some players have had luck with manually port-forwarding Monster Hunter World’s specific ports on their routers, others simply added -udp to the game’s launch option, which seems to have fixed it for them. Capcom confirmed in a Steam post that it is indeed aware of how widespread the problem is and it’s working on a solution. “We have been receiving numerous reports that players are experiencing connection errors several times after they depart on quests. We are currently investigating the cause of this and are working with Valve to resolve the issue as soon as possible,” wrote Capcom. “We will keep you informed of further developments in this matter. We thank you for your patience and apologise for the inconvenience this has caused.” It’s not clear exactly what Valve’s role in this is, but that could just be the phrasing. Developers and publishers typically involve platform holders Sony, and Microsoft in statements of that nature, so it may not necessarily mean the problem is on Valve’s end. While you wait for Cpacom to fix this and some of the game’s other issues, you may want to download the Special K mode. Though it doesn’t specifically fix network problems, it does help with some of the more CPU-taxing parts of the game, and fixes the alt-tabbing crashes for many. For everything else on Monster Hunter World, be sure to give our massive guide a look.