I have been playing this title on the Wii U rather than the Switch, so initially I wasn't too surprised to find the occasional
framerate drop in some parts of the game, the Wii U has never had to process such a vast, expansive world before.
I've seen some people claiming that the PC conversion of the first game was unstable, but I honestly haven't run into any trouble of that sort during the many hours I packed into both these titles, maybe apart from
occasional framerate drops during some special actions, which probably stems from the original game's code itself.
Gaming on the Spira E3X is relatively trouble - free; some demanding 3D games suffer
from framerate drops, but overall it's a solid platform for mobile entertainment.
Slime - san also featured some occasional
framerate drops when there were lots of moving objects onscreen, as well as some massive slowdowns whenever I'd resume the game after putting the Switch on sleep mode.
The game also suffers from framerate issues,
with framerate drops happening often in pretty much every battle situation.
You'll see
framerate drops on almost every other level, and they often crop up at the worst times.
I never had a problem with the framerate, I even noticed that playing the game on the PS Vita screen looked far better than watching a gameplay video
as framerate drops where more obvious in the videos than on the screen.
FreeSync, meanwhile, has stuttering problems
if framerate drops below a monitor's stated minimum refresh rate.
This being a port of what was originally a PS3 game, I expected the usual improvements in terms of higher resolution as well as a stable framerate as the PS3 / 360 versions were plagued with
constant framerate drops and for the most part, it succeeds.
However, the lack of graphical fidelity doesn't explain the constant
framerate drops during the transitions of cut scenes and entering new areas.
Sometimes I wonder if it's a blessing or a curse (as in: I notice things many others do not), but I
notice framerate drops in BotW pretty much every 30 seconds.
While
framerate drops still happen, they're isolated to either moments of heavy on - screen activity or when the game want to display a high - poly model in the dressing room.
We fixed an issue resulting in the Start menu and Action Center having a
noticeable framerate drop in their animations on certain devices if transparency was enabled and there were open UWP apps.
However, even with these older drivers the game seemed to perform well, though
framerate drops occurred in certain areas.
There were also some quests that didn't trigger properly, forcing me to go back to older saves, plus a
few framerate drops here and there.
This game is absolutely the worst I've ever played,
between framerate drops and terrible writing, animations that would be okay 5 years ago,
«There are
random framerate drops, misleading missions, and a number of technical glitches that halt any momentum the game gains.
The game suffers from
large framerate drops and full system lockups, and some people are even saying they got RROD / YLOD from this game overheating there system.
We already knew that Crysis 3 wanted to punish PCs with its graphical clout, but on release players started to report
serious framerate drops affecting even SLI'd GTX 680s.
There have been some reports on the Steam forums of
framerate drops which are obviously a potentially big issue in a game where a split second is all it takes to lose a ball.
The game's visuals are still great, with the same excellent level of animation and the same 1080p resolution as always, but this time around I've noticed much
more framerate drops than in previous versions.
Indeed because Australia is essentially a New 3DS test market in the west, no notable games outside of Smash have been patched to take advantage of the New 3DS» newfound speed or controls, so those expecting, say, more 3D usage or
less framerate drops in Pokemon Omega Ruby / Alpha Sapphire shouldn't hold their breath.
In what Activision believes will be the biggest launch title on next - gen consoles, Call of Duty: Ghosts for the PS4 has been getting some unfavorable reviews so far from critics, with Polygon calling out that particular version for «
consistent framerate drops.»
Characters can clip through environments, the camera controls are imprecise, and there are some
small framerate drops.
The final verdict from Digital Foundry:
framerate drops hurt the game on Xbox 360 and PS3; MGS looks best on PlayStation 4, as Kirk wrote in his review.
Stunt doubles and action stars that aren't the world's best and top of their game will be exposed unless for action or fx
scenes framerate drops back down to 24.
Still, the PC version seems to be much more stable than the console ports, which also suffer from
terrible framerate drop, something that the PC version has no problem with, at least not in my experience.
There's some small performance hiccups along the way, though, as I did
note framerate drops, albeit infrequent ones, where the FPS dropped to perhaps 25 or so.
Random framerate drops are common and sometimes severe enough to annoy, so there's certainly some updating to be done in order to smooth everything out.
Other problems include the sub being at 0 % hull on returning to it,
bad framerate drops, rocks not blowing open correctly, getting stuck in scenery and becoming rooted to a spot because you ventured too far off the edge of the map.
The footage is obviously pulled from a game that is very early in development, given the
obvious framerate drops and rough edge graphics, but the trailer looks cool nonetheless.