Sales of 8.3M Copies Drives Capcom's Gains + Poor PC Performance Explained
Capcom has released its financial statement for the first fiscal quarter of 2018. The company's earnings are up 46% from last year and profits are up 649% year-on-year. The success of Monster Hunter World is largely responsible for the huge earnings, with 8.3M units sold by quarter's end.
This quarter, Monster Hunter: World (released in the previous fiscal year) maintained its popularity, backed by an expanding base of fans, and achieved cumulative sales of 8.3 million units total; also in the Digital Contents business, which has continued to growth steadily in recent years, the new Street Fighter 30th Anniversary Collection gave a solid performance, outperforming expectations. Further, in addition to healthy sales growth of high-margin catalog titles, the Digital Contents business drove earnings, resulting in the highest operating income for a first quarter in company history.
Monster Hunter World is set for release on PC on August 9th.
Check out the full earnings report on the Capcom site.
In other Monster Hunter World news, several media outlets had a chance to get hands on with Monster Hunter World for PC with several reporting poor performance. Capcom's Vice President of Marketing William Yagi-Bacon took to ResetEra to explain why this might be happenings:
To eliminate interstitial loading during active gameplay, MHW loads the entire level into memory. In addition to managing assets loaded into memory, it keeps track of monster interactions, health status, environment/object changes, manages LOD & object culling, calculates collision detection and physics simulation, and tons of other background telemetry stuff that you don't see yet requires CPU cycle. This is in addition to supporting any GPU rendering tasks. While the MT Framework engine has been around for ages, it does a good job in distributing CPU cycles and load-balancing tasks across all available cores and threads. The engine itself is optimized for x86 CPU instruction set, is highly scalable, and loosely speaking, is platform agnostic regardless of PC or console platform so as long as it conforms to the x86 instruction set.
You can check out the full thread at ResetEra.