Unfortunately, Breath of the Wild could be so breathtaking at some points that
the game frame rate dipped to cringe worthy levels on multiple occasions.
Not exact matches
The most loved
game in the series is full of areas infamous for their
frame rate dips, and there are rough textures scattered throughout Lordran, backing dead - eyed NPCs.
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.
Frame rate dips during effects - heavy encounters are common, requiring a «performance mode» in the
game's settings, which smooths out the gameplay while dropping the visual quality dramatically.
The
game deals with some unfortunate drawbacks due to the New 3DS» weak specs, including a
frame -
rate that
dips below 30 often and clunky controls.
The
game deals with some unfortunate drawbacks due to the New 3DS» weak specs, including a
frame -
rate that
dips below 30...
When there were lots of characters on the screen, the
frame rate would
dip a lot and lag was also present when I was playing the
game online.
To that I say, to achieve that visual quality (that's not even better than pc) pretty much all the new
games except for non gpu / cpu intensive
game types like racing
games (forza 5) you're dropping to locked
frame rates of 30 (dead rising 3, RYSE, Assassin's Creed 4) which the majority of those don't even give you 30 like they say but more like 26 the majority of the time but can
dip as low as 16 fps for more than just a few seconds... This idea that it takes developers time to get «used» to the systems and optimizing it over the years is complete and utter bullshit, that's not how development works.
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.
As expected when porting over a console
game to the Vita (especially one of this calibre) the
frame rate dips frequently throughout the campaign.
Instead the handheld has already shown a few weaknesses in
games such as The Legend of Zelda: Majora's Mask with its small
frame -
rate dips that occurred within just the first few minutes of playing it, but also the lack of consumer friendliness.
Dispatching several of these enemies at a time will cause this
game to chug with
frame rate dips that felt like single digits in some cases.
Both
games operate at 60 fps, with just the odd, essentially unnoticeable
dip beneath the target
frame -
rate.
At times, I was blown away by the idea that I could play the full console version of Ninja Gaiden II on a handheld, but the frequent
dips in the
frame rate and slight lag often left me wondering if handheld consoles aren't quite ready for PS3 quality
games just yet.
As with many
games this generation, the PS4 version of Arkham Knight has some occasional
frame rate dips.
The
frame rate constantly
dips while you're playing and there is basically no face to face encounters with other characters throughout the
game.
It's a 30 fps
game with some occasional
frame -
rate dips, to be expected on a title with some months remaining in development.
While passing through these highly populated areas in any of the
game's co-op missions still poses a performance threat, they have — for the most part — fixed the
frame rate dips previously experienced during the single player portion of the
game.
In my experience, it's during those moments of nail - biting three - wide jostles that the
game slows to a stutter, with the
frame rate dipping down into what is undoubtedly the low teens.
We also received console versions of the
game and we've yet to come across any major performance issues on PS4 and Xbox One besides the minor
frame -
rate dips as described.
The Digital Foundry team did an analysis of the
game and found out that the
frame rate makes some noticeable
dips in its 60 fps mode at 1800p.
The
game deals with some unfortunate drawbacks due to the New 3DS» weak specs, including a
frame -
rate that
dips below 30 often and clunky controls.
The
game deals with some unfortunate drawbacks due to the New 3DS» weak specs, including a
frame -
rate that
dips below 30...
Aside from a few
frame -
rate dips on cinematics, the actual in -
game action is essentially running at a locked 60 FPS.
On both the Switch and Wii U versions of the
game, Breath of the Wild does encounter some
frame rate issues, one area in particular causes a more than noticeable
dip in framerate, but it never drops anywhere near to the level of a big Bethesda
game like Skyrim or Fallout 4 and the overall wonder and brilliance of Breath of the Wild more than makes up for the occasional
dip in performance.
In -
game, your first task is to infiltrate a geothermal plant in Iceland: on Xbox 360, there's barely a
frame missing; on PS3, the
frame rate's
dipping below the surface of acceptability before you've even climbed out of the water.
While the PS4 version of the
game runs at a silky smooth pace, the Vita's limited horsepower often causes the
game's
frame rate to
dip considerably during encounters that involve more than a couple of hormonal harassers.
Even with the whole
game outputting in 1080p, the
frame rate never
dipped during gameplay.
Frame rates hovered around 30 fps in all
games, with occasional
dips and brief stuttering.
It's already limited to playing modern
games at 1920x1080 on Medium settings — I played BioShock Infinite, Metro 2033 Redux, and Spec Ops: The Line with those presets, and still saw the occasional
frame rate dip.