Sentences with phrase «because frames per second»

And it didn't do better because frames per second were locked to 60 FPS maximum.
The Wii is incapable of calculating all the necessary physics interactions in this game, not to mention when you get around to designing the larger levels, their sheer complexity would probably freeze the Wii because the Frames Per Second would drop so low.

Not exact matches

Studio head Ian Bell took to the game's forums to declare that Project CARS runs at 23 frames per second (fps) on the Wii U, and because of that, Slightly Mad Studios was «awaiting / hoping for more of a hardware announcement at E3...»
Because the Windows PC version of the game ran at 60 frames per second, double that of Dark Souls 2's console counterparts, weapon durability decreased at twice the normal rate.
In a way they are alreaday «out» because most games have some level of frame drops or are locked at a frame rate that is below that of the display (60 fps)... That running out thing is basically B.S. computers, all of them were always out of memory and processing, super computers can take days (or months) to finish rendering some simulation, render farms can take hours to output a single frame of a movie, database servers can require hundreds of gigabytes of memory of RAM just for their daily operations, web servers can only handle x amount of requests per seconds before slowing down or completely crashing, game machines, be it PC or consoles all need some trade offs to run games at a given frame rate / resolution... you can not just declare a machine ahs run out of ressources like that, it depends on the scope of the project you want to achieve!
Minor nitpicks about graphics are a worthy trade - off, though, because the game runs at a buttery smooth 60 frames per second.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
We're just trying to figure out what the optimal resolution is that we can tie in with the 60 frames per second because that is a must for this title.
«They're valid decisions to go each way, and part of it also was because in a driving environment, you notice 60 frames per second a lot more than you do when you're just walking around.
«As we've got more familiar with the hardware, and also, looking at what we wanted from the game, we decided that 1080p, 30 frames per second is absolutely the best thing, because what that allows us to do is to deliver the most detailed cars in - race that you will ever have seen.»
SOE is hoping to reach a resolution and framerate of 1080p and 60 frames per second on the system, though if the developer opts for 30 fps «it'll be because we want to maintain a completely solid 30 fps.
Selfishly, because most of my gaming takes place on a 1080p projector (which isn't cheap to upgrade), my hope's always been that Microsoft would emphasize speed over image quality and try to lock down games at 60 frames - per - second.
«As we've got more familiar with the hardware, and also, looking at what we wanted from the game, we decided that 1080p, 30 frames per second is absolutely the best thing, because what that allows us to do is to deliver the most detailed cars in - race that you will ever have seen,» he said.
The game looks beautiful in HD, running at 60 frames per second, and it plays smoothly whether you're playing local multiplayer or racing online (but don't bother with Battle Mode, because they ruined it).
I assume it was because my new system plays it at 1600x1200x32 resolution at 80 - plus frames per second.
This alone costs nearly 10 frames per second, and arguably reduces overall image quality because of their pixelated appearance (fine detail doesn't render well at distance at a comparatively low resolution like 1920x1080).
It delivers 4K HDR at 60 frames per second (at least on a handful of titles) and, because it's a part of Microsoft's Xbox Family of Consoles, it doesn't force you to throw out the games you already own for new «enhanced» editions.
Forza Motorsport 7 looks spectacular on the One X, because it's a first - party game Microsoft has funded to hit a native 4K resolution, High Dynamic Range and 60 frames per second gameplay.
The only reason it didn't run faster is because it has a 60 frames per second limit.
At first Halo in 60 frames per second looks strange, probably because it's not how I remember the game looking.
With size comes power, because this workstation can be configured with optimal horsepower and graphics cards to bring VR content to life in an ultra-smooth 90 frames per second (FPS) VR experience with two graphics card options.
Motion smoothing works fine for sports programming and video games because of the way that content is recorded and / or produced, but we're actually used to seeing lower frame rates in many TV shows and movies, most of which are at 24 frames per second.
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