


I had to turn brightness, contrast, and saturation all the way up just to not lose detail, and even then I found the image to be pretty washed up. I don’t use things like lens distortion, vignetting, depth of field, film grain, or sepia filters, but if you want those things, they’re there. It’s so easy to fine tune Rise for your PC setup, limit the features you don’t care about, and balance your CPU and VRAM load. Every option has a description, a sample image, a CPU load rating, and an actual VRAM usage counter. Even native PC games often have sloppy ultra-wide support, so it’s great to see Capcom give this somewhat niche feature the attention it deserves in what is ultimately a polished Switch port.ĭisplay settings are pretty phenomenal across the board. There’s even an option for Ultra-wide UI position correction, so you can adjust your UI to a position that’s within your periphery.

It’s unfortunate that there’s no super ultra-wide 32:9 option, but Rise still looks incredible in 21:9 and scales perfectly. Speaking of ultra-wide, the 21:9 support is fantastic. Related: The Gunk Review: Slogging Through The Slop I haven’t been able to find a way to stabilize the frame rate yet, but even in its current state gameplay is incredibly smooth with little to no pop-ins, aliasing, or screen tearing. In ultra-wide (3840x1080), 120fps was no problem either, though in both cases performance did fluctuate frequently within ~30fps. On my RTX 3070, I had no problem hitting 144fps in 1920x1080 on high settings. While the original was locked to 30 frames per second - or less, as was often the case, the PC version has an uncapped refresh rate. After the disappointingly barebones Final Fantasy 7 Remake port, Monster Hunter Rise feels incredibly refreshing.
