On other tracks, especially those high in foliage, the graphical shortcuts are noticeable, and one can expect some heavy
framerate dips when a large number of cars are onscreen at once.
Not exact matches
Back
when I previewed Sniper: Ghost Warrior 3 I encountered a huge problem where turning around resulted in massive
dips in
framerate that made the game unplayable.
Moreover, there are times where the
framerate will
dip when lots of enemies are present at once.
Sure, it would have slight
framerate dips occasionally
when the action would get over-the-top with the number of explosions and destruction happening all at once, but nothing close to «unplayable.»
The idea is that
when the
framerate dips, it would reduce graphical fidelity as needed.
When undocked, the screen looks like it has a generous slathering of Vaseline over it and the
framerate seems to
dip for a bit while it catches up to the action.
For those running the game on Nintendo's original 3DS hardware (this includes the 3DS XL and 2DS) there's a noticeable
dip in
framerate when compared to the latest model which launch last year.
It also runs at 30 frames per second instead of the recommended 60 for a racing game, with occasional
framerate dips, most of them happening during stadium races,
when there's a lot more action onscreen.