The plan was to rush straight through to Blighttown — an area notorious
for frame rate dips in the game's original release — to see if the issues had been resolved.
The most loved game in the series is full of areas infamous
for their frame rate dips, and there are rough textures scattered throughout Lordran, backing dead - eyed NPCs.
Not exact matches
Its
frame rate is perfectly playable, with just occasional
dips, but the PowerVR SGX540 GPU doesn't provide as impressive visual effects or textures as you'd get with —
for example — a Tegra 3 tablet.
To that I say, to achieve that visual quality (that's not even better than pc) pretty much all the new games except
for non gpu / cpu intensive game types like racing games (forza 5) you're dropping to locked
frame rates of 30 (dead rising 3, RYSE, Assassin's Creed 4) which the majority of those don't even give you 30 like they say but more like 26 the majority of the time but can
dip as low as 16 fps
for more than just a few seconds... This idea that it takes developers time to get «used» to the systems and optimizing it over the years is complete and utter bullshit, that's not how development works.
The game runs at a constant 30 FPS
for most of the time on both formats, with most
dips in
frame -
rate being almost negligible on the 360 — commonly, we're talking about a two
frame drop at the very worst in most cases, whereas on the PS3 there can be a few noticeable
dips.
It would have been awesome
for the XBOne to be able to render this in 60 fps, but the
frame rate is at least consistent and rarely
dips too much, even during large encounters.
At times, I was blown away by the idea that I could play the full console version of Ninja Gaiden II on a handheld, but the frequent
dips in the
frame rate and slight lag often left me wondering if handheld consoles aren't quite ready
for PS3 quality games just yet.
Meanwhile, entering a house, opening a toilet door and exchanging fire with a lurking assailant can see
frame -
rate dip to 20 fps
for no reason we can readily come up with.
While passing through these highly populated areas in any of the game's co-op missions still poses a performance threat, they have —
for the most part — fixed the
frame rate dips previously experienced during the single player portion of the game.
Add in some poor hit detection and frequent
dips in the
frame rate and you have
for some very frustrated moments.
If you ask me, this is plenty of time to play during commutes to work etc, and a
dip in resolution and perhaps
frame rate is a small price to pay
for such a unique device.
We saw
dips down to 20 and even 15
frames per second during the cut - scenes, while it appears that Konami utilised a soft v - sync during gameplay, with tearing creeping in when
frame -
rate dipped below 30 FPS - a necessary tactic
for ensuring smoother response and a staple in current gen development.
On both the Switch and Wii U versions of the game, Breath of the Wild does encounter some
frame rate issues, one area in particular causes a more than noticeable
dip in framerate, but it never drops anywhere near to the level of a big Bethesda game like Skyrim or Fallout 4 and the overall wonder and brilliance of Breath of the Wild more than makes up
for the occasional
dip in performance.
Frame rates can
dip from 60 fps down to 30 fps at time when things become a little hectic and demanding
for the Switch console to handle, and graphically is marginally less polished compared with the PlayStation 4 and Xbox One version, but this is nit - picking at best.