Monster Hunter Wilds

Released 27 Feb 2025 · Action RPG · RE Engine

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Profile status: Estimated. Last reviewed 26 Apr 2026. No benchmark sources attached.How profiles work

Questions players ask

Answers use RightRig's reference rig: Ryzen 7 7700X, RTX 3060, 32 GB RAM at 1080p. Edit your rig above for personalised numbers.

Can my PC run Monster Hunter Wilds?

On RightRig's reference rig: Plays Well. About 54–68 fps at Ultra, 1080p.

What FPS should I expect in Monster Hunter Wilds?

About 54–68 fps on the reference rig at Ultra, 1080p. Estimated from engine, genre, and era. Not a measured benchmark.

What settings should I lower first in Monster Hunter Wilds?

Volumetric Lighting has the most impact on FPS. Start there if you need more frames. Upscaling is on. It helps recover frames.

Is this a benchmark or an estimate?

An estimate. Not a measured benchmark. The profile is built from engine, genre, era, and official specs.

How much VRAM does Monster Hunter Wilds need?

At least 8 GB of VRAM. With less, the engine may stutter or need lower texture settings.

What to know about this profile

These notes explain the main assumptions behind this game's RightRig profile. Cited benchmarks, when present, are listed under More detail. Not summarized again here.

One of the most GPU-intensive 2025 releases. RE Engine handles open-world traversal less efficiently than corridor games on the same engine; streaming overhead elevates minimum frametimes in settlement and high-density areas. Upscaling (DLSS, FSR, XeSS) and frame generation are heavily encouraged — Capcom's own recommended spec targets frame-generation-assisted play at 1080p Medium. Ray tracing covers reflections on water and metallic surfaces only; it is optional, not path tracing, and typically costs 10–18% GPU throughput depending on vendor. The 8 GB VRAM figure is the official minimum floor; the optional Hi-Res Texture DLC can push demand well beyond 8 GB at higher settings. 12 GB or more is advisable if using the Hi-Res pack at Medium-plus presets. Post-launch patches (TU2, TU4) addressed shader stutter and improved GPU throughput, but controlled post-TU4 benchmark coverage is not yet at the breadth needed for Benchmark-informed. Profile remains Estimated.
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