Not exact matches
Running
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Hope is near the horizon, and will probably stay there for a while, because without even a definitive release time
frame for Mario Party 9, there's no way of accurately predicting a release date or even an announcement date for a Mario Party
game on the
3DS.
-- Namco Bandai understands that fans want more Tales
game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more Tales
games worldwide — It's been difficult to fit the
game on the
3DS card due to size restrictions — Voice data in particular was challenging to put on the card and feels they solved the problem while keeping the quality high — «Every part of the
game, with the exception of the animated cut - scenes, has been redone in
3D» — Yoshizumi believes this makes the
game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the
game has been ported over seamlessly — Some changes made to «in -
game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked about a sequel, but haven't yet come up with something that would be good enough for a full
game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more Tales
games can make it over in the future — Load times have been improved on significantly — Steadier
frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
Since the gameplay from the original Fatal
Frame revolved around using an in -
game camera for hunting ghosts, the concept of using the
3DS camera within an augmented reality framework is actually a fourth - wall breaking stroke of genius.
• The
game brings this top - down, 2D world to life with elevation and depth made possible by the Nintendo
3DS system's stunning
3D visuals that reinvent classic Zelda
game play at a constant 60
frames per second.
They remade the
game frame by
frame with a new graphics engine to greatly increase the graphical quality of the
game like they did with OOT
3D but they aren't new
games, they didn't have to come up with a new story / gameplay / art style or even create a
game from scratch so in essence it is a port with enhanced graphics and audio as well as
3D.
The animation process appears to be similar to what Arc System Works did for the newest Guilty Gear
games, by limiting the
frames of
3D models and using flat colors to achieve stylish hand - drawn 2D anime look.
The
game deals with some unfortunate drawbacks due to the New
3DS» weak specs, including a
frame - rate that dips below 30 often and clunky controls.
The
game deals with some unfortunate drawbacks due to the New
3DS» weak specs, including a
frame - rate that dips below 30...
Some larger areas have minor
frame slowdown, but in town zones and cutscenes it's a match for any other
game I've seen on the handheld, even in
3D mode.
Some
3D games, such as Rocket Riot, seemed fluid and natural, while others staggered along, seemingly struggling to pump out an acceptable
frame rate.
GeForce ® 7800 GTX GPUs also support NVIDIA ® SLI technology, which allows users to combine the power of two GPUs in a single PC system for the absolute highest
frame rates and
3D rendering quality attainable today, allowing for superhigh - quality settings in even the most demanding
games and digital media editing and creation applications.
We'll have a better idea about how these results represent SLI's overall performance benefits and its value proposition once we've tested a few more systems, but for now, it's clear that the Velocity Micro
Gamer's Edge DualX and its implementation of Nvidia's SLI dual graphics card setup will let you play the latest
3D games at the smoothest
frame rates and at maximum detail settings.
It can play
3D games at 4K resolution smoothly, shown by its score of 84 fps (
frames per second) on the Heaven test and 80 fps on the Valley test.
Rim claims that the hardware delivers a 60
frames per second (FPS) user interface with instant responsiveness, and we can notice that OpenGL 2.0 support for developers has been announced, meaning that a bunch of applications including
games will be able to feature accelerated
3D.
Graphically it's almost (but not quite) on par with the GameCube and PS2 versions of Chaos Theory, and it's impressive that it runs on a
3DS with minimal
frame - rate drops even with the
3D effect on, but it's still not a very good
game.
I've had no issues with the controls (though there is a sprint button for some reason, and back in my day you didn't have to hold an extra button to make Sonic run fast, that's all he knew how to do) and graphically the
game looks alright, the camera is zoomed out a bit far, but the
frame - rate stays smooth at all times, though the
3D effect is barely noticeable even when the slider is at max.
The
3D effect is nice but I noticed the
game couldn't keep a steady
frame - rate when it's on and you're surrounded by enemies.
Unfortunately there is no
3D effect and even without
3D the
game's
frame - rate takes a big hit when battling with more than two Pokemon on screen at once.
you could jam 4 different videos into that 120hz signalling hmmmm or up the ante to 240hz so 4 people get 60hz per eye:) My idea might only work with passive tech, not active due to the fact to do the 4th person you would just rotate the lens 180 degrees for the inverted
3d video
frame and all 4 would benefit from passive anyhow the first 2 people just need to have cheap reald glasses like at the cinema with one having L+L glasses lens in his and the other with R+R in his bang polierization will take place and the software from a pc or the tv or monitor itself just needs to multiplex whats
frames of the video or
game a being displayed at the perspective time within the 120 hz or better 240hz signal.
The first handheld version of the
game in the franchise, Smash Bros. on the
3DS is surprisingly crisp and detailed, running at a clean 60
frames per second.
Having sat and played
games such as The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Majora's Mask, Kingdom Hearts
3D: Dream Drop Distance, Omega Ruby / Alpha Sapphire, and even the smash hit Bravely Default just to experience the enhanced
3D capability and
frame rates.
Pros: -3 D Effects have had had a significant upgrade with
3D Face Tracking - C - Stick functionality vastly improves gameplay on original
3DS titles -
Frame Rates in
3D on older titles heavily improved upon - Button placements are much easier to adapt to and seem rather well planned - Long sessions of gaming is now possible with how comfortable the NN
3DS XL is made - Vastly improved load times on some
games * - Battery life is significantly better on the NN
3DS XL vs
3DS XL original - amiibo functionality is there and allows for NFC to be used without any additional equipment
Although the Split - Screen
frame - drops still happen, this is a fun fighting
game past its Pokemon origins, combining
3D and 2D elements into a fun and unique way to become the very best, like no one ever was.
The Recruit is the most visually impressive
game on the Nintendo DS (TM), with an open - world
3D experience running at 60
frames per second (FPS).
Sweet, glad to hear it, the demo is good, fast and responsive, sort the
3d out though, looked ok but
game gets choppy and starts missing
frames, also characters disappear and reappear like they teleport or something, if ur gonna add
3d do it right or leave it out
Hard to believe that, when there are other biased stories that go against it, like the censorship in Xenoblade X, Fatal
Frame: Maiden of Black Water, Bravely Default and Bravely Second (other Square Enix
games...) the new Dragon Quest
3ds port, Tokyo Mirage Session, and the Fire Emblem
3ds games.
Even with
3D on, the
game suffered only from one notable
frame drop during my demo.
But while the Super Mario Challenge is nice and all, the visual style doesn't miss a beat, especially since the
game still runs at 60
frames, although it's missing
3D effect support.
Skullgirls features the most
frames of animation per character of any fighting
game, hand - drawn at high resolution and enhanced by real - time lighting courtesy of a powerful
3D engine
While the trailer doesn't specify if this is a port of the Wii U /
3DS version or a new
game, we think it's likely the former, as that seems more reasonable, given the time
frame.
well if the
game runs with 60 FPS in normal mode it will display 30 FPS per eye in
3D mode as there is a switch from one eye to another each
frame to simulate the
3D effect.
The
game deals with some unfortunate drawbacks due to the New
3DS» weak specs, including a
frame - rate that dips below 30 often and clunky controls.
Super Mario Kart feels messy compared to newer installments, and while I had fun revisiting Star Fox, the
game's smudgy polygons and chuggy
frame rate serve as a reminder that the SNES wasn't exactly designed for
3D space shooters.
The
game deals with some unfortunate drawbacks due to the New
3DS» weak specs, including a
frame - rate that dips below 30...
Adding to the issue is the fact that the performance level of the
3DS game is pretty awful, operating at a baseline 20
frames per second, and often dipping below that during gameplay.
High definition resolutions, enhanced artwork, improved audio, smoother
frame - rates, stereoscopic
3D support... a good HD conversion sees the original
game being handled with respect in its transition to more powerful hardware, accepting that sometimes a 720p facelift alone isn't enough, and that without care and attention, can actually diminish the impact of titles designed for the low - res CRT era.
I mean, there are all those recent Telltale Adventure
games out to use as examples - often with comparable or smaller budgets, several have much more comparable
3D with a 2D effect on them artstyles, they're on a similar development time
frame yet delivering many more episodes that are all longer to actually play, they're also actually being funny / interesting / heart - wrenching - and yet they go unused.
Milestone went to extra lengths to improve the fidelity and
3D width of the sound but I have no
frame of reference to compare it to (as in previous versions of the
game on the other platforms for which it is available).
Of course, the plot is just a
framing device for the actual gameplay, and the biggest and most apparent change from the previous installments is the shift from 2.5 D to
3D — the cost of which has been blamed on the
game's brevity.
Some larger areas have minor
frame slowdown, but in town zones and cutscenes it's a match for any other
game I've seen on the handheld, even in
3D mode.
It's only playing Rez Infinite on a PS4, especially in VR mode but even on a nice, big, modern flat screen (Rez Infinite can be played both as a normal
game or in VR, your choice), that the
game comes closest to what we saw in our heads when we were creating it: vivid colors that blend seamlessly into one another, crystal - clear textures, and razor - sharp lines only possible at full 1080p HD, all swimming around you at the speed - of - life 60
frames per second (120
frames per second in PS VR), with full
3D audio (PS VR) or 7.1 surround sound (PS4) that, well, truly surrounds you.
Features: • Unity
3D engine • NVIDIA ® PhysX ® physics engine • Support for both OpenGL 1.x and OpenGL 2.0 • Available for Android 2.0.1 Eclair (API level 6) or higher • Possibility to configure difficulty level: easy, medium, hard • Possibility to configure way to control your vehicle: by touch, by slidem by using wheel and by tilt screen • Possibility to reduce visibility range, to increase
frame rate on low - end devices • Possibility to change camera during
game (in car, follow car, rotate cam, dynamic and static) • Works even on low - end devices such as Huawei Media pad (but with reduced visibility range) • Supports all screen sizes from e.g. Samsung Galaxy Mini (480 × 320) to Samsung Galaxy S3 or Huawei Tablets
Spinoff thought thanks to the way you
framed your question: with the shift to mobile
games, Nintendo's demonstrated sales, the price benefits of handhelds, and their natural comfort in that space, it's amazing to me that Nintendo has not marketed the DS /
3DS as their default devices.
While trimmed content,
frame rate and a handful of glitches hold the
3DS version of the
game back from receiving the «A» grade of the console versions, the
game still retains what I deem to be very important aspects of the All - Stars Racing Transformed experience.
Featuring a combination of hand - drawn vector graphics and
3d graphics, this
game runs at a smooth 60
frames per second.
Game characters are created and animated in
3D and then pre-rendered and saved as 2D
frames so we can deliver ultra high quality visuals in full HD glory.
The final
game (if ever completed) will run on most
3D accelerated cards, and will run at a hefty
frame rate, even on non-accelerated (software) machines.
It effortlessly shifts between side - scrolling and free - roaming moments, with the camera
framing the action a little differently in each new area, making the whole
game feel fresh — and really tailored for the
3D effect.
My first
game on Gamecube was the seminal and original Super Monkey Ball, so I'm quite fond of the series, but the
3DS, while very capable and gorgeous at 60
frames in
3D, was a little plain.