Sentences with phrase «frame rate issues in»

And YEAH for making the idiotic Auto Save Function better, as well as fixing the Frame Rate Issues in Downpour.
i hope they address the frame rate issues in Silent Hill Downpour.
It's important to point out the game does suffer from occasional frame rate issues in situations where there are a lot of enemies on screen at once.
I did encounter some frame rate issues in some areas but it didn't ruin the experience in any way.
Optimised the block updating of Chest Blocks causing frame rate issues in worlds with a large number of chests.
On the other hand, the Wii U sprouts frame rate issues in other areas as well.
These are not the only visual gaffes as the game suffers from erratic frame rate issues in addition to low - resolution textures that are just plain hideous.
- Optimised the block updating of Chest Blocks causing frame rate issues in worlds with a large number of chests.

Not exact matches

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Coming in at about 16 - 20 hours for under twenty bucks, DeathSpank Thongs of Virtue surpasses its predecessor in every way, and though it does suffer from minor frame - rate issues in the latter sections, it is one of the most rewarding and fun - filled bits of gaming I've had, and I eagerly await the next instalment.
Is DQ VIII frame rate still an issue in more recent hardware like the iPhone 6S and up?
The game does do a much better job with the frame rate, which was the biggest issue in last year's game.
well i'm about 15 hours in now, on ip5 and so far i'm not really having any frame rate issues, there are slight annoyances with the one handed controls v ps2 dual stick control, but i absolutely believe this is the best product SEnix have put out on ios yet, am seriously taking my time playing this one, oh and spot on review Shaun, your reviews are spot on and extremely informative, i was getting this no matter what but am so stoked that it's a true gem > < ~
Fixed frame rate issues that occurred when browsing through Hats or Masks in the Interaction Menu.
-- Namco Bandai understands that fans want more Tales game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more Tales games worldwide — It's been difficult to fit the game on the 3DS card due to size restrictions — Voice data in particular was challenging to put on the card and feels they solved the problem while keeping the quality high — «Every part of the game, with the exception of the animated cut - scenes, has been redone in 3D» — Yoshizumi believes this makes the game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the game has been ported over seamlessly — Some changes made to «in - game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked about a sequel, but haven't yet come up with something that would be good enough for a full game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more Tales games can make it over in the future — Load times have been improved on significantly — Steadier frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
Though you won't find any additional slowdown or similar issues in online or wireless games, you'll still have to sift through the unforgivable frame rate, which sucks pretty much all the fun out of the multiplayer as well.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
I won't go so far as to say this game is poorly optimized, because it definitely isn't — especially in comparison to the backlog of PC ports that have come before it — but there are some issues with frame rate drops and stutter, particularly in battle sequences.
The servers, at least in my experience, weren't up to the task and each round was full of lag and frame rate issues.
These two re-releases aren't as great value to PC gamers as the original game as they were already ported years ago, but PS4 and Xbox One owners who skipped them last generation or hated the performance issues will enjoy the bump up in frame - rates and resolution.
PC gamers as the original game as they were already ported years ago, but PS4 and Xbox One owners who skipped them last generation or hated the performance issues will enjoy the bump up in frame - rates and resolution.
One major improvement due to the refined engine is that there's no sign of the frame rate issues that plagued Blighttown, which is a massive relief for anyone who had to contend with that stuttering hellhole of a level in the original Dark Souls.
Also the game does have some minor frame rate issues that does seem to bog up a bit during some of the intense sequences in the game.
Also there is nothing to discredit the game as a full project, no muddy textures, resolution issues, frame rate problems or crappy sound that in one way or another discredited some other Vita games (AC3 for example had terrible quality sound, still good though).
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.
TinyBuild's CEO has confirmed that the patch fixing Mr. Shifty frame rate issues is coming out in a few weeks.
Another issue is with the frame - rate that does become a little choppy in certain places and unfortunately is quite noticeable.
While the severity of the frame rate can't be denied, the developers have atleast acknowledged the issue and are working on a fix for it so hopefully they are able to patch it in a future update.
The game does perform technically well enough, with no frame rate issues or glitches, but mere technical competency just isn't enough in this case.
On the other hand, we're seeing performance issues such as drops in frame - rate and poor character animation, largely set within the same location and confines as those found in The Mad Ones.
Technical issues do show through — some small frame rate drops here and there, character animations not cycling perfectly or awkwardly shunting to an idle stance before cutscenes fade out — but these technical gripes really are minor, and don't affect the experience in any tangible way.
The biggest issue that I noticed was in the first Ultimate Ninja Storm game where the frame rate felt like it took a hit.
The cinemas look like they have been directly taken from a game in the 80's with its almost LEGO looking graphics and classic frame rate issues.
many people do nt really care about frame rate issues that much, we had them in almost every console game last gen. Personally I couldnt even stand console gaming most of last gen, but now with these mid gen upgrades things are looking better.
It's a shame they couldn't iron out the frame rate issues a little more on Wii U, it really does get quite bad in villages and I'm surprised the Switch version barely hiccups in those areas.
I've had no issues with the controls (though there is a sprint button for some reason, and back in my day you didn't have to hold an extra button to make Sonic run fast, that's all he knew how to do) and graphically the game looks alright, the camera is zoomed out a bit far, but the frame - rate stays smooth at all times, though the 3D effect is barely noticeable even when the slider is at max.
What should be an easily playable title in this era filled with such monsters as Battlefield 3, Wrecked is instead plagued by frame - rate issues that cause the game to stutter along at the oddest of times, often justifying the rage - quit infested online multiplayer.
What usually comes with an astounding gaming world, full of beauty and wonder is frame - rate issues and unfortunately this can be said in this world.
«Fluctuating frame - rates are more of an issue — the reduction in controller feedback can be felt and as such precision can occasionally be lost in the heat of play.
I was just playing with my son in 2 - player mode on Wii U on the helicarrier with Captain America and Mr. Fantastic and didn't experience any frame rate issue at all.
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.
The remaster seems to have completely solved the stability issues that had always affected the original Dark Souls in terms of graphics and frame rate.
Things like texture and shadow pop - in, long load times, frame rate and sound issues, and low resolution paint jobs on cars are the things they tend to fix last in a game like this and, given that they pointed them out to us before the disc was even inserted, there's plenty of reason to assume that they will fix them before they call the game «finished» and ship it.
My time with Swords of Ditto did suffer from frame rate issues as the number of enemies in the area increased, reaching a point of near - unresponsiveness when encountering over a dozen enemies at a time.
The way that most developers addressed these issues was to alter the way that games appeared, or played, to compensate for the lack of power in one area or another and maintain the all - important frame - rate.
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 drop.
One major improvement due to the refined engine is that there's no sign of the frame rate issues that plagued Blighttown, which is a massive relief for anyone who had to contend with that stuttering hellhole of a level in the original Dark Souls.
In a game designed around exploring an underground system of caves, to have frame rate issues whenever water appears on screen feels something of an oddity.
Input lag also feels off - whether that's down to deadzone issues on the analogue sticks or the variable frame - rate remains to be seen (it's something we're looking into) and in this respect at least, it's the same story whether you're gaming on a standard Xbox or the X.
Just like Killzone Shadow Fall, Knack also runs with an unlocked frame - rate, the difference being that the frame - pacing causes real issues, resulting in genuinely problematic on - screen judder.
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