NS Recent release of Monster Hunter Rise A demo on PC will give you a free look at how the upcoming Nintendo Switch Limited Edition will run and play when it’s fully released in January 2022. This, of course, requires a screenshot comparison.
I’m not talking about the Switch, but when it comes to Rise’s visuals, it still has the feel of a low-power handheld console. Demonstrations are, of course, limited to a single hunting ground, but nothing is as detailed as the land. Monster hunter world..That said, Rise is pretty Aesthetically This is sufficient, especially since we can assume that the PC demo will include technical upgrades to the final version, including support for monitor resolutions up to 4K and the option to unlock frame rates.
Now, let’s take the power-sliding paramut into the wilderness in search of a comparison of the texture of the giant lizard skin and the gravel. And before the (quite veteran) Monster Hunter player pointed it out: yes, I was playing with the keyboard, and yes, this was a mistake.
Its main menu is covered with slightly less ounces of petrolatum than the Switch version, so it’s not an enthusiastic start to the PC demo. Fortunately, the difference is trying to get a terrible number of star cars.
I’m talking now. Playing back at 1440p makes a big change, as expected, but even 1080p is a big step up from the switch version up to 1344×756 in handheld mode (all screenshots here were taken while docked). Was-Handheld mode drops Rise only 960×540). This extra sharpness generally gives you a better view of upgraded shadows and lighting. The former throws away the unnaturally hard edges, and the latter also looks much more realistic.
Accessing higher resolutions also clears details that are much harder to understand on the switch. Look at the cliff-side fence on the left center, just above Nell the palamute. On a PC it’s as clear as a day and there are visible differences in the texture of the wood, but on the Switch it’s all a gray mess.
Even farther away, the PC version has the advantage of longer drawing distances to other environmental objects. Look for a distant cliff between the two pairs of blue banners. The switch has a shrine and some extra leaves that are completely invisible. Vegetation also generally looks much better, with more detailed and rich shades of green.
Again, subtle improvements in Rise’s long-range details show that the world is richer and greener. Along the distant cliff path, there are more fence stanchions and shrubs, details are omitted in the Switch version, and thick, green trees don’t look like stanchions. There are still a lot of bare patches on the ground and the forest isn’t really dense, but there are improvements.
The PC version is not a complete graphical overhaul, but it does include new high resolution textures that will simply make both these models and character / monster models look good. Otherwise, even the warm-hearted ground texture looks much more detailed than a switch that fades out to full blur just a few feet away from the camera.
However, there is room for improvement. My noble mount has decent fur details, but also some strikingly diamond-shaped legs. Although not shown in this particular screenshot, there are some areas where the use of repeated tessellated ground textures cannot be effectively hidden.
Oh, this is a familiar sight: a piercing mau and health bar that isn’t long for this world. When doing real monster hunting, the visual adjustments of the PC version offer no more advantages than high quality textures. Still, it’s always good to have an unlimited frame rate during combat, and depending on your resolution, Rise (like the previous Monster Hunter installation) uses it to convey monster health instead of HP. Bars that may be easier to understand for cuts and other damage. Again, this isn’t necessarily a switch issue that needs to be fixed, as even long-range combat can be very close and personal.
This PC shot also shows the blurry, out-of-focus effect commonly found on fabric, feather, hair, and fur textures when using temporal antialiasing (TAA). This remains when combined with FXAA, so leave it as FXAA only if the effect is distracting.
The effect of the PC version of water does not soothe anyone. Still, it’s undeniable that drinks look much more watery than switches. Here, it is far more convincing that the view of the riverbed is darkened and refracted. This quality also accentuates the contrast between the flowing river and the other submerged but hard ground.
After all, Monster Hunter Rise’s PC demo doesn’t make a completely clean break from the handheld past-perhaps it makes it ideal. Steam Deck game? – However, to be fair, this is just a preview, and the full PC version will be released just nine and a half months after the original Switch. It has little time to remake from top to bottom, and at least there are enough additions and improvements here to encourage PC owners. It has unlocked frame rates and high resolution textures, as well as ultra-wide monitor support and a full set of customizable quality settings.
No, even if you make the most of these, you won’t blind the angels with their splendor. But for those that started working at resolutions below Full HD, it’s been a lot of effort so far.