Sentences with phrase «for frame rate drops»

These workarounds aren't always ideal — the «fix» for frame rate drops when using VSync is «don't use Vsync,» for instance.
However, a couple days ago Tekken 7 Director Katsuhiro Harada revealed via Twitter that Denuvo DRM is responsible for frame rate drops in the PC version of the fighting game, particularly when hits such as Akuma's Shakunetsu Hadouken are performed by the player.
However, a couple days ago Tekken 7 Director Katsuhiro Harada revealed via Twitter that Denuvo DRM is responsible for frame rate drops in the PC version of the fighting game, particularly when hits such as Akuma's Shakunetsu Hadouken are performed by the player.

Not exact matches

there has never been a frame rate drop, or glitch, for the entire time i have played.
There are frame rate issues and the lack of diversity among quests is a bit disappointing, but the jaw dropping visuals and superb audio design left me pining for more.
Even if you do opt for manual shooting the games frame rate drops to a standstill whenever a gun fight occurs.
It also manages to retain its 60 fps target for the most part although there are occasional frame rate drops in certain maps.
The growth rate for ipads dropped 14 percent from 2012 to 2013, while the other top 4 sellers had increases of 120 percent or more during the same time frame.
Many companies will advertise an extremely low interest rate for six months to a year and then drop a higher rate on you when that time frame is over.
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!
I am relieved to see that the Switch usually only suffers from a frame rate cut and a resolution drop on these multiplatform releases as opposed to the butchering games often got on the Wii due to power, storage medium limitations such as on the Gamecube and N64, and being hard to port to due to an entirely different development environment as the case was with the Wii U. I realize that these statements are a little oversimplified because it IS more complicated than that but there are a whole lot of worse ways that Nintendo ports have gotten neutered for the last two decades because of Nintendo's tendencies to veer left when the market goes right.
The frame rate drop seems like a bad idea for a game this based on speed.
However, the balance between image quality and performance is well judged for the most part, allowing players to get a smooth, stable experience during moments where a fixed resolution would cause frame - rates to drop.
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.
There's still the need for further testing to determine what's causing the frame rate drops, although early bets point to CPU limitations.
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.
Frame rate drops, rendering issues and an insane amount of lag all came together to make Arkham Knight, well, not quite what the fans were hoping for.
There were a few times when there were a lot of enemies on the screen that I noticed a drop in frame - rate, and a few times when objects in the game did not work as expected, but this did not ruin the overall experience for me.
We're still waiting on a patch from developer Kylotonn Games, you'll notice for instance the rather obvious screen tearing and frame rate drops in the video which currently let down an otherwise pretty decent experience.
The game runs smoothly at times, but frame - rate drops occur just a little too frequently, and there were a few times, particularly when facing off against larger enemies, when the game literally chugged to a halt for a couple of painful seconds.
The only cause for concern is the inconsistent frame rate that becomes apparent when in battle, retaining some issues previously seen in Pokémon X and Y. For the large part your experience will be largely trouble - free, but with stereoscopic 3D activated or in more demanding encounters such as Horde Battles there are intermittent instances where the frame rate will drfor concern is the inconsistent frame rate that becomes apparent when in battle, retaining some issues previously seen in Pokémon X and Y. For the large part your experience will be largely trouble - free, but with stereoscopic 3D activated or in more demanding encounters such as Horde Battles there are intermittent instances where the frame rate will drFor the large part your experience will be largely trouble - free, but with stereoscopic 3D activated or in more demanding encounters such as Horde Battles there are intermittent instances where the frame rate will drop.
But I was playing on a PS4, and this, it seems, is not quite substantial enough to keep the frame rate from dropping whenever I wandered too close, which would be a nonissue were it not for the fact that the difference inside and out of the misty areas of the map is considerable.
- 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
There's been a lot of criticism toward Ninja Theory for dropping DmC's frame rate to 30 FPS in comparison to the series original 60 FPS, but frankly I didn't feel like it had made a different.
The frame rate only dropped on me twice during my time with the game, and both times it was only for a brief second.
And for those who are wondering, you needn't worry about and frame rate drops or technical mishaps.
I also ran into a few moments with noticeable frame - rate drops when there were a lot on enemies on screen, but aside these moments, the game remains relatively stable for the most part.
The frame rate on the Xbox One X is also basically locked at 30 frames per second, save for some drops when browsing the in - game map.
For the most part, Switch's performance level at 1080p while docked holds up well, but there are frame - rate drops when traversing the larger open world areas.
And occasionally the frame rate for the game would drop and there would be noticeable stutters.
Frame - rate drops have also been noted for both versions of the game, and while I've hardly encountered any as a Switch owner, there's one particular thing that the game can't handle: the lanky, massive Moblins.
Hitting the sweet spot is always difficult for a game to do as cleanly as Armillo does, and frame rate drops aside, this game deserves a place at the top of the eShop.
For a Xbox Preview Programme game I was impressed by both the great use of colours and crispness of the graphics, the almost «Team Fortress» style graphics make for a stylised and beautiful game only suffering from a drop in frame rate in peak tiFor a Xbox Preview Programme game I was impressed by both the great use of colours and crispness of the graphics, the almost «Team Fortress» style graphics make for a stylised and beautiful game only suffering from a drop in frame rate in peak tifor a stylised and beautiful game only suffering from a drop in frame rate in peak time.
There is a noticeable frame rate drop when the game is loading up larger environments, in multiplayer or when a lot going on at the same time but for the most parts it's all very decent and never unplayable.
I had no issues regarding any frame rate drops and also found the option for HDR mode to really add to the overall visual experience.
The game also suffers a drop in frame rate when a large amount of enemies appear on - screen, but only for a split - second before it recovers.
All of this is happening without any noticeable drop in the frame rate or obnoxious loading times on a platform notorious for them.
Couple frame rate drops here and there, but its easy to forgive Rockstar when they strive for the best on this hardware.
And even with the bar set this low, the uncapped frame - rate still drops into mid-30s territory when really we'd hoped for a locked 60 fps.
Fortnite is generally free from any game breaking glitches, and personally I haven't come across any noticeable issues in my 300 + matches played except for maybe a frame rate drop every now and then.
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.
If things become too much for it, it'll drop the resolution in favour of preserving frame rate and, if it all goes to hell, it'll drop those high - res textures.
Save for the frame rate which can take a disheartening drop in dungeons, Fairy Fencer F looks good, plays well, and should engross role - playing fans for a thirty - hour span.
The PS3 version offers certain advantages in the image quality department, such as running at the full 720p framebuffer, as opposed to the 360's softer sub-HD output, but when the frame - rate drops for Sony's console it's ultimately even more of a distraction.
Some of the issues noted include frame rate drops for PC players using VSync, world textures that render too slowly after you respawn, and poor audio quality and / or temporary interruptions for voice chat.
Taking The Last Guardian for a spin on both PlayStation 4 and PlayStation 4 Pro, Digital Foundry discovered that PS4 Pro owners running the game at 1080p will experience a smooth 30 frames - per - second, while regular PS4 owners and those running it at 4K will see frame - rate drops.
Also, the Xbox One X will be better at making sure games have a consistent frame rate and resolution for games shouldn't drop either.
A number of critics faulted the game for its cumbersome combat and technical issues (e.g., frame rate drops, glitches and texture popping).
If the driver can remain free of additional violations for a specified time frame, the points will drop off his driving record and the insurer may remove any rate increase or surcharge.
I played the games Last Light, Skyfish, Skullgirls and Fern Flower for a little over 30 minutes and I never experienced any slowdown, frame - rate drops or any noteworthy heat increase.
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