r/MonsterHunter Mar 05 '25

Discussion Monster Hunter Wilds Mod fixes stutters caused by the anti-tamper tech

https://www.dsogaming.com/mods/monster-hunter-wilds-mod-fixes-stutters-caused-by-the-anti-tamper-tech/
2.5k Upvotes

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566

u/Kalaam_Nozalys Mar 05 '25

So like you *just* have to have reframework installed ? nothing to enable in its menu ?

198

u/Sigman_S Mar 05 '25

Yep.

147

u/Kalaam_Nozalys Mar 05 '25

Good thing I updated today. Haven't had time to test much tho, just popped into the ice area and noticed (with framegen) that I was oscillating between 57 and 80fps

72

u/bjams Mar 05 '25

Reflex (which framegen forces) causes stuttering as well.

26

u/Mrcreeper321 Mar 06 '25

I've also noticed ray tracing and the hd texture pack causes massive stutters when turning the camera, even when you're under you cards vram limit

43

u/NemButsu Mar 06 '25

That's because the texture loading is broken (also why textures always pop). DirectStorage doesn't even work.

3

u/Arbiter02 Mar 06 '25

There's definitely something weird going on, streaming assets from the disk might be it. I looked at the load line on my 6900XT and it's nowhere near a consistent 100%, randomly jumping from 92-99 most of the time, and not with any one CPU thread completely loaded up either.

2

u/MegaDuckDodgers Mar 06 '25

mine jumps between 70-90%, only ever hitting 100% when It's loading areas, and I still can't get a consistent 60fps at 720p, let alone 1080p. Meanwhile the graphics card is barely used, while only taking up 4 gigs of vram.

People saying there isn't anything wrong with the optimization do not deserve their computers.

1

u/Ragingpoo Mar 07 '25

I had similar issues where 2 out of 3 times booting the game, it'll run like a stuttering mess with GPU load just bouncing up and down, but the 1 out of 3 time runs perfectly fine. Manage to resolve the issue by running the game off the .exe in steam folder as admin.

-4

u/omfgkevin Mar 06 '25 edited Mar 06 '25

Yep. Raytracing itself is straight up broken too. You turn the camera and the lighting/reflections moves lmao. And looking down can entirely turn it right back to as if it was on off. All for the low cost of 10-20 fps loss.

I've noticed the low poly bug pop in the longer you play too.

edit: meant the water since it's what it's supposed to only work on....

15

u/g0ggy Mar 06 '25

Ray tracing only works for reflections for water so whatever you "noticed" is a bunch of bs.

3

u/omfgkevin Mar 06 '25

Yeah, that's what I meant....

The lighting/reflections that hit the water are broken on raytracing (don't even bother on low since it's smudgy) and it moves if you move the camera, which isn't how rt is supposed to work.

That and no, it DOES do stuff outside of water. Maybe because it's bugged, but you can LITERALLY test this by walking to Tom the ingredient cat and see the pot and other elements change because you turn it off/on. So yeah, not even bs.

1

u/Ikishoten Mar 06 '25

I have this problem with the game seemingly getting worse and worse the longer I play.

Starts out fine, and after a couple of hours the textures don't load properly, and I get more and more low-poly characters to appear.

1

u/weaponx111 Mar 06 '25

Memory leak?

1

u/WinterElfeas 27d ago

I have a 4090 and HD texture pack + RT

I have the stutters :/ disabling HD textures fixes it?

0

u/ComradeBrosefStylin Mar 06 '25

That's because raytracing is shit tier tech that massively taxes hardware for little to no visual benefit.

21

u/Kalaam_Nozalys Mar 05 '25

Ah I see. But I kind of need framegen to get some better frames lol.

I wish I could upgrade my cpu

29

u/bjams Mar 05 '25

Even if they implemented it correctly, enabling frame gen when your "natural" frame rate is below 60 fps adds a noticeable amount of latency (this is why it forces Reflex). You personally may or may not notice, I'd try pressing the dodge button with it on and off and see if you notice a difference.

5

u/SirGhosty Mar 06 '25

It actually doesn't hurt if you are cpu bottlenecked. My cpu is maxed out in a lot of areas but my GPU is barely breaking a sweat. When I enable frame gen I don't gain real frames but I don't seem to lose any either.

3

u/Kelvinek Mar 06 '25

That means your gpu isn't working up to speed. CPU bottleneck limits GPU, it should be close to 100% usage

11

u/Bitter_Ad_8688 Mar 06 '25

Game feels substantially better to play without frame gen even if the frame rate looks less smooth. The frame issues go deeper than texture streaming, various features that'd enable smoother background loading have just been disabled or are outright missing.

1

u/Kyle700 Mar 07 '25

It's basically completely unnoticeable for me. It's laggy as fuck to use a mouse, sure, but I'm not playing on a mouse. like really, whats the big deal with like 100ms of lag? I have that as a ping in every game anyway. Might as well make the game look a bit smoother.

-2

u/Tappxor Mar 06 '25

that's on your side then, frame gen works all right for me

1

u/bjams Mar 06 '25

This happens for all people on all games (though each game has a different base latency so it will be more noticeable on some than others). It's a function of the way the technology works. The way frame gen works is it creates one real frame, then the next real frame but holds it (buffers it) and uses the AI model to interpolate the new image(s) using the real ones as reference.

This causes a few problems.

#1: Input lag is the time it takes your screen to show a change input by user input. The faster your frame rate, the faster the screen is going to show an input. Intuitive, right? With frame gen the 2nd real frame is being held buffered. This buffering is what causes the input lag delay as that frame is already rendered, but now takes longer to get displayed. So if your real framerate is already slow, this is going to make it feel even slower even though it's technically higher because your changes in inputs are being displayed later.

#2: The lower your framerate the bigger of a visual difference there's going to between each frame because more is happening in the span of time between each frame. This makes it harder for the AI model to guess what the frame(s) in between would look like. This causes what's called "artifacts" where the AI model makes a mistake in how it's supposed to look. The most common artifact from low frame rates is "ghosting" where moving objects look like they have a ghostly after image following them. Here's a good example from Wilds itself.

If you don't notice these things, good for you, but they are certainly happening, I promise you. You can turn on performance metrics in Nvidia's overlay and see the latency rise, and I don't really understand how someone that can see the difference in framerate can't see this difference in artifacting.

4

u/Bobbymois92 Mar 06 '25

Maybe use "Lossless Scaling" Framegen. With the new Adaptive Mode that game is butter smooth even in Base Camps.

The Ingame Framegen feels terrible compare to Lossless Scaling.

6

u/ShinyGrezz ​weeaboo miss TCS unga bunga Mar 06 '25

I'm sorry, but Lossless Scaling is simply worse than DLSS FG. From an image quality standpoint goes without saying, FG from Nvidia is the best and even AMD's being integrated into the game naturally makes it better, but FG forces Reflex because Reflex drastically reduces input latency. I cannot imagine the integrated FG could possibly feel worse than what amounts to watching a video feed of the game with one of those TV smoothing modes on steroids.

4

u/U_SHOULDNT_TRUST_ME Mar 06 '25

Well i'm not a technical guy at all, but I have a very old rig (1080) and using lossless scaling is the only way I am able to play, so even it if it worse on paper, it still does magic for me

6

u/janoDX MHTri Veteran | The King of Long Swords Mar 06 '25

Yeah but... not everyone has a 40 pr 50 series card. Some peole have AMD or 30 or lower nvidia cards. And Lossless Scaling is running amazing in Wilds compared to FSR 3.1.

3

u/BlackSajin Mar 06 '25

I recommend dlssg to fsr3 for anyone on 20/30 series cards. That'll let you use both DLSS upscaling and FSR for frame gen

1

u/weaponx111 Mar 06 '25

Don't knock it until you try it. Lossless scaling framegen is very good now.

1

u/Kalaam_Nozalys Mar 06 '25

There's a mod on nexus that lets you use DLSS for upscaling and FSR for framegen that I use, not sure if lossless would work better than that.

-5

u/WatLightyear Mar 05 '25

Using frame gen when you can’t maintain over 60FPS at all times will do nothing but worsen your experience.

It doesn’t magically make your game run at 120FPS. Your game still runs at the actual frame rate, input lag/latency included.

24

u/KniteMonkey Mar 06 '25

So normally I would have said yes, however MH: Wilds is the first game I have experimented with FG below 60 FPS and I have found it to be completely playable.

Lowest native FPS I am getting on the system is about 40 FPS and I will be honest, I typically notice issues with FG but I am having a hard time noticing any input lag in this game, and it's likely because the game doesn't demand lightning quick reflexes.

10

u/gustofwindddance Mar 06 '25

No idea what these people are talking about but I find absolutely 0 latency using framegen and if there is any it is extremely negligible and well worth the extra frames.

2

u/KniteMonkey Mar 06 '25

Are you playing with a controller by chance? I fiddled with mouse and keyboard a little earlier today and I will say that it did feel a bit floaty which I attributed to frame gen, but with a controller and this type of game, its a non issue for me.

8

u/ShinyGrezz ​weeaboo miss TCS unga bunga Mar 06 '25

Which was always going to be the case, this is not the sort of game where you need split-second reactions.

1

u/CoffeeCannon Mar 06 '25

People also likely will be missing the horrific default controller (and I assume mouse) camera tuning, it feels like moving through molasses unless you ramp up the deadzones etc to not be dogshit.

1

u/Fav0 Mar 06 '25

It's Monster hunter

Ofc he's using a controller

2

u/LTRenegade Mar 06 '25

Yeah. Despite the normal guidelines for framegen Capcom had to have done something to make it feel good because they expect you to use it to bandaid the terrible optimization.

1

u/Khyldr Mar 06 '25

Same here.

1

u/Fav0 Mar 06 '25

Yep no problems here

-5

u/Reiver_Neriah Mar 06 '25

Yea maybe in low rank but high rank will need better reflex time, more so in the Master rank expansion. LR is piss easy

5

u/KniteMonkey Mar 06 '25

While generally I’d agree, I don’t think a few extra milliseconds in my case is going to make or break my ability to dodge / time attacks. You adjust to your input lag as you play.

Again, I hate frame generation, but I’m finding it totally acceptable for Wilds.

2

u/Havel_the_Paper Mar 06 '25

I'm almost hr 100 and have not noticed any latency so far. Attacks feel like they have the same amount of endlag as they did in world and I play that at 60 without FG.

I've tried both FSR FG and lossless scaling FG and both are more than playable

1

u/ShinyGrezz ​weeaboo miss TCS unga bunga Mar 06 '25

You do not need a "better reflex time". Monsters' attacks are not coming out with split second speed, they are sufficiently telegraphed.

The only time I can see the small amount of latency frame generation adds actually having any impact on your gameplay is if you get used to having it off. If you've always played with it, you'll simply know to dodge/counter slightly sooner or later.

9

u/TheGreatBenjie Mar 06 '25

It still looks smoother. I use lossless scaling turning 40fps into 120fps and it's absolutely playable.

3

u/centurio_v2 Mar 06 '25

same here and I have a laptop 3050 with 6gb vram lol

It doesn't look incredible but what am I gonna do, not play monster hunter?

13

u/Broadkill Mar 05 '25

It even runs a little worse than actual frame rate since framegen takes up GPU ressources

0

u/Jasond777 Mar 06 '25

What cpu are you rocking? Just curious.

1

u/Kalaam_Nozalys Mar 06 '25

AMD Ryzen 7 3800X
GPU is a RTX 3060ti if you wanna know

2

u/Jasond777 Mar 06 '25

Thanks

1

u/Kalaam_Nozalys Mar 06 '25

May I know what use you can get out of that info lol

1

u/Jasond777 Mar 06 '25

I have a pc showing up soon, I’ve been trying to judge how it’ll run wilds based on others experiences lol I hope they optimize this soon!

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19

u/Chamberlyne Your Arena Items are Mine!!! Mar 05 '25

Framegen is only really useful if your game is stable to begin with, and it works better the more frames you have. Since it is an AI process trying to guess what the next frame will be, it doubles your framerate but at the cost of being wrong more often the fewer frames you have.

Locking your game to 30 fps without framegen would be a better experience than oscillating fps.

13

u/LJ_Set4531 Mar 06 '25

One thing to note, it is not an AI process guessing what the next frame is, it is an ai process creating a middle frame between 2 rendered ones, both image/motion vectors. Thats why it needs a single frame buffer.

1

u/Arstulex Mar 06 '25

Does that mean frame gen introduces input lag?

2

u/randomnine Mar 06 '25

Yeah, it buffers the true frames and shows them later. Doing frame gen also slows down your GPU a little.

On one test I've read, 2x frame gen adds latency like you're losing 18% of your frame rate. It's like dropping from 60fps to 50fps, or from 30fps to 25fps.

4x frame gen responds more like a 30% cut. It gives input latency like you've dropped from 30fps to 21fps.

2

u/cakemates Mar 06 '25

of course it does

1

u/KerberoZ Mar 07 '25

Yes, very similar to vsync back in the day, because of the frame buffer.

There are some things that factor into the experience. A high base framerate + Nvidia reflex will reduce input lag significantly. Playing on a controller makes input lag generally more bearable, you simply won't notice it as much.

But even with all the advancements, I still can't play a shooter with keyboard and mouse with frame gen enabled, even the slightest I put lag makes me crazy

2

u/Hinyaldee Nyaaaaah nyaa nyaaah Mar 06 '25

I have a RTX 2070 Super and I use the AMD FSR option and the game runs at 80fps all the time. Without this option enabled, it's an unstable mess at 40ish FPS. I don't know why it makes it smoother, but if it allows me to have a good experience, so be it

1

u/Kalaam_Nozalys Mar 06 '25

I'll lock it down to 30 and see then. I wish my CPU was better lol, I think its the main thing struggling since changing settings from high to low barely changes the amount of frames

1

u/Kyle700 Mar 07 '25

it's not a better experience. 30fps feels extremely choppy. I'd rather have more fps with some visual oddities than playing on 30fps on a pc. just feels terrible.

1

u/Rakshire Mar 06 '25

Lol, I need to grab the new version. I put this in 2 days ago to fix ultrawidescreen issues. Amazing modder

2

u/kjeldorans Mar 06 '25

I was just considering using this (because my pc can't really handle mh wilds very well) but ... Is this mod bannable? I have no previous experience with denuvo/other anti tamper systems and don't know if this can result is a permanent ban...

16

u/Treyen Mar 06 '25

Capcom has no system in place to ban anyone and reframework has been usable for at least two other mh games to bypass Capcom drm.

3

u/kjeldorans Mar 06 '25

Alright. Thanks for the info :)

7

u/Dwokimmortalus Mar 06 '25

To clarify a bit more. There are literally no server controls beyond matchmaking and dlc validation.

All game data is completely client side validated, even in multi-player.

3

u/kjeldorans Mar 06 '25

Understood. Thanks!

1

u/TanzuI5 Mar 06 '25

Yeah, but like i still stutter. Honestly it doesn’t work. And I tested none stop and stutters are still there. I even took off the texture pack. And no improvements.

1

u/Kalaam_Nozalys Mar 06 '25

Guess both for you and I its mainly cpu bottleneck if graphic changes don't change much

-21

u/TheHizzle Mar 06 '25

you will crash a lot - source me 8 hours ago

12

u/ilovezam Mar 06 '25

Not anymore with the newer nightly releases!

4

u/LongSchlong93 Mar 06 '25

Until capcom patches it again lol

5

u/Eclaironi Mar 06 '25

Dont use outdated stuff

4

u/redbulls2014 Mar 06 '25

So basically source: out of my ass.