Monster Hunter Wilds running on steam deck. barely
I’m not happy to write this sentence so often over the past few months, but once again the last AAA game is unbearable in Steam Deck. This time, it’s Monster Hunter Hunter Wilds highly predicted by CAPCOM. I put the standardly released play tool through the steps on my OLED steam deck today, and the results were disappointing.
First, the good news, provided you have a PC other than the steam deck to enjoy the Wilds Hunter Monster. Capcom has built the game with the relevant image growth solutions from AMD, Nvidia and Intel. This means that as long as your system meets the minimum updated requirements, you will have more than graphic changes to achieve a happy medium between good performance and pleasant images.
Moreover, generating the frame can roll to improve the frames and ideally to soften the game. But the generation of the frame is currently not in the best shape on the steam deck.
About Benchmark Monster Hunter Wilds
The standard tool is comprehensive, displaying multiple incisions on the engine with fast camera cuts and transitions, character characteristics in the game, and some beautiful environment. It seems a good representation of the general requirements that will be placed on your CPU and GPU. You can see it in its entirety here.
I like to start all my steam deck testing by creating an initial base. What are the minimum graphics settings to hit a smooth, stable 30fps in the domestic Handheld resolution of 1280×800? Preferably without enabling any type of frame growth or generation technology.
Note that I did my test with the chosen proton hotfix, and I’m using the beta steam branch.
Wilds Monster Hunter performance in Deck Steam
Well, now is the time for the bad news. Shipping the long standard of the Monster Hunter Wilds in its lower predetermination of graphs, unable to increase the image of the FSR and the extinguisher of the AMD frame generation gives an average of 21fps. Worse still, the game often sinks below 15fps.
Clearly, this is not a applicable option, and the game does not allow you to choose a resolution lower than the domestic resolution of the 1280×800 vapor deck.
So then I crashed into the AMD FSR and set up the upscaling mode on the ultra performance. Again, there were large storms and diving in the frame as low as 15fps. The standard running turned to an average of 28fps.
This poor show meant that it was time to activate the generation of the frame and cross the fingers. And here it is very important to see the standard that works for yourself, instead of only trusting someone (like me) to show you the end result.
Because when you execute the Monster Hunter Wilds standard in its lower settings on the steam deck, with the creation of the image set on the ultra performance, and generating the activated frame, you will get what seems to be an acceptable result : 42fps.
All is not what it seems to be …
But in reality, the experience is exponentially worse. Here you have a screen view showing frames during the same landmark:
Those dramatic rivets represent stuttering. Very, very bad stuttering.
Those dramatic green thumbs you see represent cruel stuttering, and is a constant throughout the standard direction. This would be completely unbearable despite the average FPS score.
So there you have it. In the lower settings, even with the increase in performance as the upscating image and generating the bright frame, the Monster Hunter Wilds is, unfortunately, unaffordable on the steam deck. I hope this change, perhaps with some valve developers or additional optimization from CAPCOM.