Monster Hunter World is pretty hard on the hardware when it comes to the PC version and we know that from the requirements of the game. It turns out that Monster Hunter World is pretty CPU intensive and it has been made that way so that loading screens do not interfere with the experience. The following is what William Yagi-Bacon, Vice President of Digital Platforms and Marketing had to say regarding the matter:
To eliminate interstitial loading during active gameplay, MHW loads the entire level into memory. In addition to managing assets loaded into memory, it keeps track of monster interactions, health status, environment/object changes, manages LOD & object culling, calculates collision detection and physics simulation, and tons of other background telemetry stuff that you don’t see yet requires CPU cycle. This is in addition to supporting any GPU rendering tasks.
We have seen the side by side comparison between the loading time ofMonster Hunter World on PC and PS4. The PC version simply destroys the PS4 version when it comes to loading time. From the comparison that I saw, the player on PC is able to get into the game, go up a flight of steps, order food, eat food and then stand around for a while before the PS4 version loaded.
While the MT Framework engine has been around for ages, it does a good job in distributing CPU cycles and load-balancing tasks across all available cores and threads. The engine itself is optimized for x86 CPU instruction set, is highly scalable, and loosely speaking, is platform agnostic regardless of PC or console platform so as long as it conforms to the x86 instruction set.
Monster Hunter World is already available on consoles and the PC version will be coming out on August 9th. I am sure that people are waiting to get into the game. We have seen that even the GTX 1080, one of the top of the line graphics cards on the market is unable to run the game at 60 FPS at 1440p. So the game is very hard on the hardware. We will have to wait and see what the final version will be like.