The benchmark data is primarily focused around performance tests in the most CPU-taxing area that we found in the beta, which is the encampment that you end up in after the story portion of the beta concludes. This area has a ton of geometry and numerous NPCs milling about, which makes it quite heavy on the processor. To avoid a GPU bottleneck, we tested with a GeForce RTX 4080 in native 1080p, but used the "Ultra" settings preset to generate the maximum amount of CPU load.
As you can see, things are pretty dire for some of our older CPUs. The Ryzen 7 3700X and Ryzen 7 5800X both struggle a bit in this game on Ultra settings, even with tightly-tuned low-latency RAM. In particular, the old Zen 2 part really feels creaky in this title; that 33.9 FPS one-percent score is telling a story.
But what about Frame Generation? While the extensive settings menu in Monster Hunter Wilds has numerous options to fiddle with, there's no mention of any ray-tracing anywhere. However, Frame Generation is present and in fact, the game prompts you to enable it on first startup if you have a compatible system. We also tested with DLSS frame generation to see how it affects frame rates, and here's our results: