It looks great, even with
some frame rate drops at times.
As good as everything looks, because the game is pretty stunning, it does suffer from some pretty severe
frame rate drops at times and that is easily its biggest downfall.
Along with the atrocious load times, I had also experienced very noticeable
frame rate drops at seemingly random times that brought the crisp visuals to an ugly choppiness.
Design continues to be gorgeous as well minus
the frame rates dropping at certain points and a crash.
Predictably,
frame rates dropped at Ultra quality settings, but they were still tops in this group.
Not exact matches
Moreover, a quality - of - service issue plagues conventional cellular systems because video hogs bandwidth:
frame rates drop when too many callers are on
at once.
Are you ready to
drop your «squats and deadlifts», Big - 3 based routine and try something guaranteed to put muscle on your
frame at an alarming
rate?
No one knows Nintendo's hardware better than Nintendo so you will be very hard - pressed to find any kind of
frame rate drops, which makes Kirby Star Allies feel even smoother, even if it does only run
at 30 fps, which you hardly notice.
By choosing «Quality» (which is the default), the game will display in 1080p when docked and run
at 30 fps; by selecting «Performance» instead, the game will sacrifice some graphical power and
drop to 720p, but ramp up the
frame rate to 60 fps.
During some missions the
frame rate will
drop very low making combat frustrating
at times.
Low screen resolution, poor anti-aliasing and texture resolution bring down the overall presentation slightly, but the game runs
at a steady
frame rate until the end of the second to last chapter, where I experienced frequent and debilitating
drops that made the game near unplayable.
The site says Dark Souls III runs
at 900p on Xbox One and also suffers from stuttering and
frame -
rate drops.
One issue with the graphics is that
at times the
frame rate does
drop a little but its nothing too major.
It runs
at a solid
frame rate, but with very few
drops.
The
frame rate also manages to hold steady
at 60 FPS which improves the experience but the central hub of the game felt odd because I noticed that
frame rate was
dropping with no reason
at all.
I never saw a
frame rate drop even when I had all three of my fighters performing their ultimate attacks
at the same time which fills the screen with a lot of insane animations; it never affected the look of the game.
Video recording
at 720p was disappointing as well, with
frame rates dropping to around 15
frames per second.
At the highest detail setting in Dead Trigger 2 or Asphalt 8 there's a clear
drop in the
frame rate that while not runing playability robs a game of its smoothness.
The
frame rate at times
drops so terribly, especially when first getting into the game.
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!
Random character glitches and
frame rate drops plague this next gen title, making it feel like a late PS3 game
at times.
The
frame rate inexplicably
drops on some of these arenas, even when only a few enemies are on screen
at once.
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.
When playing on the Switch, One Piece Unlimited World Red runs
at 60 fps in full HD, although there is a bit of a
drop in
frame rates when too much is happening
at once.
Frame rates on both consoles
drop the mid 20s
at different points, but FPS
drops are a bit more common on Xbox.
I even had to
drop the resolution of the game to get it to run
at a decent
frame rate, something all the more insulting when you consider I was using a decent spec gaming PC to run the game that hasn't struggled with much more demanding titles.
Milestone need to raise their bar, both in environments and
frame rate, SV8NC is stuck
at 30 fps and can often
drop when there are more cars on screen.
We played the game on the PS4, and whenever you run into a convoy (where the game has to process over five cars on screen
at once), the
frame -
rate dropped significantly.
When multiple enemies start attacking the
frame rate takes a serious dip,
at some points it even
dropped below single digits.
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.
It shows that the PS4 Pro versions hold a steady 30 FPS compared to the regular PS4, which can
drop frame rate at times.
To quote Digital Foundry's report on the Switch's use of Nvidia Tegra hardware, here's how the X1 chip lines up:»... Doom BFG Edition on Xbox 360 and PS3 runs
at 720p60 with
frame -
rate drops [and] the same game running on the Shield Android TV micro-console, based on X1, hands in a near - flawless 1080p60 presentation.
Mafia 3 is supposed to be locked
at 30 fps but it struggles to maintain that as there are many instances where the
frame rate drops below 30 fps considerably but it either occurs mainly in scenes of an action packed nature when a lot is going on or, oddly enough it happens
at times where there isn't much going on around you
at all.
The
frame rate drops to surprisingly low levels
at times, a curious failure in optimisation given how relatively basic the game looks.
Graphically, Destiny 2 is stunning throughout its diverse environments which are fully realised by excellent particle effects on everything from dust and weather to explosions, complimented by amazing lighting, shadows, enemy character models and weaponry as well as a day - night cycle running
at a rock solid 30
frames - per - second on PS4 with no
drop in
frame rate regardless of how many enemies are nearby
at once.
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.
Character and monsters models also look quite good, compared to the latest entries, and everything runs
at a smooth 60 FPS framerate, with only some very small
frame rate drops in hectic situations and big boss battles.
I never saw a
frame rate drop even when I had all three of my fighters performing their ultimate attacks
at the same time which fills the screen with a lot of insane animations; it never affected the look of the game.
All three titles are now running in 1080p
at a very nice 60 FPS with only a few noticeable
frame rate drops, but that's mostly in the cutscene transitions.
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.
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.
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.
Killzone Shadow Fall can handle twenty - four enemies on screen
at once, anymore than that and the
frame rate would start to
drop.
The
frame rate occasionally
drops during battle though, particularly when 6 enemies are on screen
at once.
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 insta
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 insta
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 instances.
While being capped
at 30 FPS,
frame rate issues do occur when too many particle effects are running
at once, significantly
dropping the FPS.
Yet it is the instability of the
frame rate that ultimately detracts from the overall fun — too much action onscreen
at once can
drop frames below 10 per second.
Performance all round was very good with smooth animations and no
frame rate drops anywhere to be seen, even with a lot going on
at once in certain areas.
The
frame -
rate will
drop at specific points but these are deemed as points where you're about to die or dying.
The improvements come
at a cost, however: when there are four or more characters on screen, the
frame rate drops significantly.