Sentences with phrase «from frame rate drops»

The visuals are functional rather than inspiring, and the game often suffers from frame rate drops, slowdown, tearing, glitches and other irritations — but it's never enough to spoil the experience.
Unfortunately the game suffers from some frame rate drops, but thankfully they don't happen too often, so this is a minor complaint.
In recent weeks Ubisoft have been bombarded with by fans after Assassins Creed Unity and Far Cry 4 were released after players encountered bugs in both games that ranged from frame rate drops, to saved data becoming corrupted and unplayable.
While these new match types are fun, unfortunately these matches do suffer from frame rate drops and slow down issues.
It looks good on the Xbox One, and plays smoothly apart from the frame rate drops.
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.

Not exact matches

The two games in the series were ported to the Nintendo Switch by the developer Red Barrels and they seem to hold up surprisingly well against the console version, however with a penalty to the frame rate that drops from the 60 FPS target on PS4 and Xbox One to 30 FPS on Nintendo Switch.
The PC version garnered decent reviews earlier this week — a mixture of 7s, 8s and 9s as seen here — but the PS4 and Xbox One versions are said to suffer from horrific loading times, frame rate drops and other irregularities.
The site says Dark Souls III runs at 900p on Xbox One and also suffers from stuttering and frame - rate drops.
Aside from that, the game runs extremely smooth with only momentary frame - rate drops every now and then.
In the gaming department we did notice that more graphically demanding games did suffer from some minor drop in frame rates, but the 7.0 definitely benefits from the extra power under the hood.
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.
There is litle difference between 30 fps and 60 fps, in fact, IMO it only makes a difference if there are frame rate drops anyway (i.e. you won't really notice a drop from 60 but a drop from 30 would be more pronounced).
The game suffers from a large number of random frame rate drops, which annoyed me to no end.
I am relieved to see that the Switch usually only suffers from a frame rate cut and a resolution drop on these multiplatform releases as opposed to the butchering games often got on the Wii due to power, storage medium limitations such as on the Gamecube and N64, and being hard to port to due to an entirely different development environment as the case was with the Wii U. I realize that these statements are a little oversimplified because it IS more complicated than that but there are a whole lot of worse ways that Nintendo ports have gotten neutered for the last two decades because of Nintendo's tendencies to veer left when the market goes right.
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.
Expectedly, due to the game's heavy placement of on - screen zombies, Dead Rising 2 habitually suffers from drops in frame rates.
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.
We dropped it down to High, but even then, the frame rate very rarely hit anything close to 60 frames per second, ranging mostly from the mid-20s to the mid-40s.
The frame rate can drop, the screen can stutter, the UI looks like something from the 80's and acts like it too.
It doesn't matter how pretty your game looks, or how many players you have on screen, if the frame - rate continually drops, it knocks the player out of the experience and back to the real world, ultimately driving them away from your game if it persists.
We're still waiting on a patch from developer Kylotonn Games, you'll notice for instance the rather obvious screen tearing and frame rate drops in the video which currently let down an otherwise pretty decent experience.
However, the Nintendo 64 version also suffers from tremendous frame - rate drops, running sluggishly in the teens with great consistency.
The game is filled with bugs and performance issues, ranging from stuttering to frame rate drops and complete crashes which occur on the campaign maps and the battles.
All I will say is, I experienced a little drop in frame rate from time to time, but nothing major.
But I was playing on a PS4, and this, it seems, is not quite substantial enough to keep the frame rate from dropping whenever I wandered too close, which would be a nonissue were it not for the fact that the difference inside and out of the misty areas of the map is considerable.
- 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
Games from this era typically handled performance drops by either disengaging vertical sync, as with ZOE 2, or simply dropping to a frame - rate evenly divisible by 60Hz (which, in this case, would have resulted in a jump from 60 fps to 30 fps had the developers not employed the use of soft v - sync).
Aside from the technical problems with the camera, there were also a handful of frame rate drops throughout busy areas, while I also had to restart Tearaway Unfolded multiple times when I encountered a glitch that left my Messenger endlessly falling through the world.
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.
There may have been an occasional frame rate drop, but it doesn't distract from play.
For a Xbox Preview Programme game I was impressed by both the great use of colours and crispness of the graphics, the almost «Team Fortress» style graphics make for a stylised and beautiful game only suffering from a drop in frame rate in peak time.
The game also suffers from a few technical issues, such as stiff controls and frame rate drops.
I turned the expensive anti aliasing option up to 8 and while my frame rate paid a heavy price, dropping from around 115 frames to something hovering around 60, the jagged line had been banished.
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.
The gameplay looks good aside from a few frame rate drops here and there and Deadpool occasional walking in mid-air instead of on the thing he's standing on.
Fortnite is generally free from any game breaking glitches, and personally I haven't come across any noticeable issues in my 300 + matches played except for maybe a frame rate drop every now and then.
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.
Grid 2 plays well on low - end machines with the graphics options turned down, and it never really slows down, apart from the loading menus, where the frame rate mysteriously drops.
However, this game isn't too action heavy, so this game won't suffer too much from a dropped frame rate so long as it can hold a solid 30 fps.
Slight frame - rate drops creep in from time - to - time, but were never severe enough to sour the overall experience.
When docked, the game did have an unsatisfying blur, and in both situations I noticed the frame rate dropping from 30 fps on the later, more detailed levels.
It has the same gorgeous cel - shaded graphics displayed in bright, vivid colours on both a high - definition television and the Switch console itself, however does suffer from frame - rate drops when played in tabletop and handheld mode.
PVP and PVE play suffer from some lag and frame rate drops; but that doesn't detract from what is undeniably one of the better survival games.
Some early feedback from players was indicating that the frame rate drops on the Nintendo Switch have disappeared.
While RIME does a decent job of avoiding excessive backtracking and puzzle redundancy, it does suffer from the occasional frame - rate drop and wonky camera when working in tight quarters.
Aside from that, the game runs extremely smooth with only momentary frame - rate drops every now and then.
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