Sentences with phrase «frame drops during»

I only experienced a few heavy frame drops during my time with the game.
Even with 3D on, the game suffered only from one notable frame drop during my demo.

Not exact matches

«The drop in revenues in light of shipment increases demonstrates that the servers that shipped during the period had lower average selling prices than those that shipped in the same time frame last year.»
Yet, even though Toukiden 2 doesn't have the greatest visuals it still suffers from frame rate drops during big boss fights and while it isn't even close to unplayable, it is a bit of an annoyance when neither visuals or performance are up to standard.
During some missions the frame rate will drop very low making combat frustrating at times.
Sprinting through tall grass and rain, there are noticeable frame rate drops in TV mode; whereas Breath of the Wild runs smoothly during the same sections in handheld mode.
Frame rate dips during effects - heavy encounters are common, requiring a «performance mode» in the game's settings, which smooths out the gameplay while dropping the visual quality dramatically.
During the campaign, outdoor areas may leave you with some frame drops; nothing major, but observable slowdown, definitely.
In essence, her frame becomes a series of moving Polaroids, documenting uninhibited Texas youth during the Millennial era, each trap rap song that drops on the playlist an invitation to dance in the car or roll up a blunt.
During this time frame, the White - Hispanic kindergarten readiness gap and the White - Black gap each dropped, too.
As a side note, my brothers 3.8 L Pontiac never burned a drop of oil during this same time frame.
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.
During our test videoconferencing sessions, the Webcam performed well enough, with very few frame drops, visual noise, or sluggishness.
The same clip in the same app on the original iPad loads slower and drops frames and audio during playback.
Yet, during the same time frame, Fraser Valley was reporting an almost 25 % year - over-year decrease in sales and the GVA was reporting an almost 30 % drop.
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.
Screen tearing was a constant problem even with V - sync enabled, and frame rate drops from the high 60s to 30 and below occurred several times, too, especially during a few nightmare scenarios.
However, the Vita version has had some graphical downgrades in comparison to the PS4 release as the textures are not as crisp and there are some frame - rate drops that occur during a higher than usual amount of enemies, firing and explosions.
while the vehicle models are somewhat decent along with the different environments, it does suffer from performance issues, namely environment pop - ups, occasional screen tearing and frame rate drops during times when a lot is going off on screen, especially in the zombie modes.
Aside from these apparent low resolution asset issues however, the game runs like a champ; not once did it feel like it was dropping frames or slowing down during the action.
The one exception we picked up on concerns a single, non-playable cut - scene just before the Venice stage in Metro Last Light, where a judiciously tossed box of dynamite annihilates a bunch of pursuing mutants during a water chase, producing a mini-tidal wave that momentarily causes the only noticeable frame - rate drop we saw over multiple hours of play on both versions of each remaster.
While the developers announced 30 frames - per - second (FPS), players claim that sometimes matches can even drop to 15 FPS even on the Xbox One X, which means severe lag during gameplay.
During testing, the team noted that there were various bugs and frame rate drops with the game, and characters would sometimes be floating in midair or appear to be all glitchy.
The frame - rate's inconsistencies will be very apparent especially during more busier scenes where these can even drop down to single figures, stuttering and momentarily freezing.
- 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
The frame rate only dropped on me twice during my time with the game, and both times it was only for a brief second.
The graphics are still top notch with the occasional frame rate drop during cut scenes and the musical score still has the grand metropolis feel to it like it did in Arkham City.
During the campaign, outdoor areas may leave you with some frame drops; nothing major, but observable slowdown, definitely.
During the whole playthrough, I didn't notice any screen tearing, or any frame rate drops, only smooth, breathtaking gameplay.
In terms of performance Rayman Legends runs solidly at 60 fps without dropping a single frame, even during boss battles and hectic gameplay segments, where the engine is pushing a range of animated sprites, effects, and 3D elements on - screen.
There were a few hiccups along the way, such as slight frame rate drops during more intense combat moments when there was a lot going on, minor voice acting issues, and rare AI issues.
I did encounter frame - drops during battles; when creating links with the characters you can literally see the Vita struggling with it.
The frame rate occasionally drops during battle though, particularly when 6 enemies are on screen at once.
I noticed no frame rate drops during my time playing the game, nor can I see any when reviewing the footage.
Frame - rate performance between PS4 and PS4 Pro remains pretty identical with the majority of combat gameplay running at a stable 60 FPS, although the frame - rate drops to 30 FPS during intro sequences and super moves which does not impede upon gameplay at all as they are both non-interactive instaFrame - rate performance between PS4 and PS4 Pro remains pretty identical with the majority of combat gameplay running at a stable 60 FPS, although the frame - rate drops to 30 FPS during intro sequences and super moves which does not impede upon gameplay at all as they are both non-interactive instaframe - rate drops to 30 FPS during intro sequences and super moves which does not impede upon gameplay at all as they are both non-interactive instances.
There is none of the screen tearing that plagued Heavy Rain, and there are only a couple of times when the frame rate drops a bit, particularly during one really busy chapter, but thankfully these incidents are few and far between.
Microsoft's video game prices dropped an average of 34 percent during 2007 and Nintendo's dropped 22 percent in the same time frame.
I even had one instance where the game crashed on me after fifteen straight minutes of frame drops and odd lag, granted I've been playing well over 20 hours at this point, but it's still something to keep in mind for long play - sessions and when things start to chug along during a playthrough.
While Episode Duscae kept us highly entertained throughout, a few issues hold it back a tad — the camera can become quite unwieldy during battle and visual frame drops hamper the visuals from time to time.
The game runs at 60 frames per second during single player, online and in 2 player split - screen and only drops to 30 frames per second during 3 or 4 player local split - screen.
The PS4 Pro version does this, though will drop to around 30 frames per second during replays and when sideline camera angles are used throughout the game's broadcast - style presentation.
Even during graphically intense gaming, it doesn't show any major signs of stuttering or dropping frames like you might otherwise think.
I did notice the UHD video dropping frames occasionally during playback on the QHD display, but overall the Nexus 6 provides a good camera experience all around.
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