Beginning as a Nintendo Switch exclusive and releasing in 2021, Monster Hunter Rise brings a new take on the formula built on Capcom’s cutting-edge RE engine. It brought a new hub area and a greater focus on vertical exploration. And all of it ran at a steady 30 frames per second on his 756p. Yes, there were limitations such as enemy animations cutting framerate at long range, but these were comprehensively addressed in his 2022 PC release with even more enhancements. The PlayStation 5 and Xbox series versions are very similar, bringing visual refinement and great performance.
In fact, even the ability for PC users to tweak visual settings to their liking has given way to all current-gen versions of the game with toggles for texture quality, texture filtering, shadows, ambient occlusion, foliage, and post-processing. Plus, you can choose from multiple visual modes, including the ability to run games in 4K and higher resolutions. On top of that, we also have support. Simply put, all knobs and levers are available for fine tuning if the player so chooses.
To make all these options familiar to the uninterested, Capcom includes three global presets before entering the advanced menus. From there, you can adjust individual settings as needed, but be aware that doing so may affect performance. This is very important if you’re playing on a 60Hz display, as all three of these modes target 60fps. If the console is set to his 120Hz, the framerate limit is unlimited and effectively via framerate mode he is actually able to run games locked to 120fps. visual effect. A little further down the page is a handy table showing how the global presets adjust settings to define overall resolution goals.
Left alone, Framerate Priority mode is barebones, but a good starting point if you want to target 120fps. The lack of ambient occlusion creates a flat, depthless world. There are no swaying foliage and the texture resolution is noticeably lower. The image quality is also reduced because the pixel count suggests that the effective native resolution in framerate mode is 2016×1134. No dynamic resolution here. I get 1134p. If we reverse-engineer this number back to 100%, the target for the set resolution is logically 2880×1620. Framerate mode offers an absolute fail-safe mode for hitting 120fps, but it’s quite a visual hit on all fronts.
Then there is the default mode. It’s more like this, but ideally I’m aiming for a 60fps experience with this. By default the target resolution is pushed to true 4K. 100% image scale is 3840×2160, which creates a sharper image. High resolution textures, ambient occlusion and foliage sway options are also enabled by default to add even more depth and movement to your scene. Shadow quality options are also pushed to medium and texture filtering is high. Almost everything is maximized here, except for the shadows settings which are maximized. To achieve locked 60fps this is the best.
Finally, there is Preferred Graphics Mode. This last mode is a little extra for visual purists and doesn’t always lock at 60 fps. However, it does increase the resolution to his 125% scale, which is a real surprise. The output resolution here he is 4K, but the game he is supersampled from a 4800×2700 image. In other words, rendering at 4.8K. Namely, he adds a form of brute-force anti-aliasing by downscaling high-res images to his 4K.
| Frame rate mode | default mode | graphics mode | |
|---|---|---|---|
| native resolution | 2016×1134 | 3840×2160 | 4800×2700 |
| Series S native resolution | 1344×756 | 2560×1440 | 2560×1440? |
| image quality | 70% | 100% | 125% |
| high resolution texture | off | upon | upon |
| texture filtering | low | high | high |
| ambient occlusion | off | upon | on |
| shadow quality | low | Moderate | high |
| Foliage Sway | off | upon | upon |
All this applies to the Xbox Series S version as well. The settings are exactly the same as the PS5 and Series X in using each mode, from textures to shadows to foliage. The only difference is the resolution loss. For Framerate mode, the goal is 1080p, but if you set the quality to 70%, the actual native resolution is 1344×756.
Next is the default mode, which is 100% for 1440p. Curiously, I’ve found that the graphics mode also seems to effectively push the native 1440p image. Edge handling is better than his 1440p in default mode, but there’s no noticeable difference in pixel structure. If so, the mystery – and potentially the graphics mode is running at a higher value – but overall it’s still a respectable way to scale the Series S to match the GPU power of his 4TF.
Comparing the PS5, Series X, and S against each other in maximum graphics mode, the images are exactly the same except for the resolution. Cross-platform comparisons are actually a bit debatable. After all, we know exactly what settings we’re using on each. Become. Monster Hunter Rise is essentially a Switch game, and frankly the new expansion is more of a “nice to have” feature as opposed to an overall visual overhaul. The PS5 max graphics preset has better resolution for skin textures he mapping, shrine-wide materials and shadows. It also gets dynamic shadows from the tree above. This is not enabled in the Switch release. Plus, the resolution upgrade from 756p on the Switch to his 4.8K on his PS5 is obviously huge as well.
In terms of performance, all three modes target 60fps on a 60Hz display and 120fps when a 120Hz display is attached, but in practice it’s not always possible to hit those targets. The trade-off is yours. For example, if you want 125% image quality or high shadows, there’s no guarantee you’ll be able to lock at 60 fps on PS5 or Series X. like a PC game.
As far as PS5, Xbox Series X and S are concerned, the default mode of 60fps is the best starting point. Exploring the hub area, Shrine Ruins, and Frost Island barely skips a beat. The PS5 nailed it across the board, at least in solo play, and the Series X is similarly a much more fluid experience with its default options.
Again, it goes back to the origins of the Switch in game design. It’s a framework for a world built for much less powerful systems. That said, increasing the resolution to 4K on his has absolutely no effect on either premium his machine. And the good news is that the Series S does as well, delivering a smooth 60fps in default mode and rendering at 1440p. Adding dynamic shadows doesn’t affect playability at all here.

Looking for 120fps? Framerate mode works well, and if you’re using a VRR display, you can switch on other features in exchange for a performance hit that may go unnoticed. Selecting graphics options on the screen degrades performance from the target of 60 fps, but using VRR can mitigate the impact. As for comparison, it’s interesting to see that in comparable scenarios the PlayStation 5 has a slight but measurable framerate advantage over the Xbox Series X at 120 Hz, but ultimately 4K60 in default mode is the winner for both premium machines.
Overall, Monster Hunter Rise’s biggest upgrade on the latest console is clear: running at 60fps or 120fps is a huge upgrade from the Switch’s 30fps. The move to 60fps and above has had a serious and tangible impact on the action, and the hardware is up to the task well. takes less than a second.
The 4.8K resolution option is a frowned upon item, but not really a revolution. However, the PC-like options menu offers a high level of flexibility for players to customize to their liking, in addition to the global presets commonly found in modern console games. Bottom line, the port finally landed as expected, and it’s great to see Rise on all platforms now – the extra configurability adds a welcome pinch of spice.