Sentences with phrase «graphical load this game»

Not exact matches

The PS4 and Steam versions will include various graphical upgrades but Bandai namco hasn't shared them yet (we, however, think the game will at the very least display at 1080p and, we hope, run at 60 fps., plus other enhancements to the game's loading times, aliasing etc..)
The Xbox 360 version of Dark Arisen also includes a second disc for installing an HD texture pack, which greatly lowers load times and eliminates a lot of the strange graphical bugs that existed in the original game.
Given the game's art style and, how can I put this, lack of graphical prowess, it's odd that play is constantly interrupted for loading.
The game suffered from frame skipping, long load times, sound cutting out or playing out of sync, graphical errors — seriously, sometimes the game would require a reboot just to get it to function properly.
The Nintendo 64, first released in the fall of 1996, was one of the most powerful systems at the time, providing gamers with titles of high graphical fidelity and with very little to no load times.
Thrustmaster Advanced pRogramming Graphical EdiTor software: combine with other Thrustmaster devices (so that they are recognized as a single USB device), and load or create specific mapping profiles for each game.
- 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
There are occasionally a few minor graphical issues in the game as well, such as textures not loading straight away, the camera not focusing quite where it should be in conversations, or the quite humourous bug that I encountered where Shepard's head rotated on the spot like something out of The Exorcist.
Perhaps the issues surrounding the artwork are caused by a bug in the game's streaming system causing incomplete assets to be displayed as the engine struggles to load in all of the relevant graphical data on platforms which rely on optical media to do so.
The framerate and graphical issues that beleaguered the game early in development are nowhere to be seen now, though they have been supplanted with extensive load times and network issues.
I've been playing the game on my iPhone 7 and even though I got some relatively long load times here and there, overall the experience was relatively fine (minus some typos, blurry text in the Codex, and graphical glitches).
But primarily, to scale across the range of hardware performance levels, we went the PC route and provided more options to the end - user: they can scale down the effective game resolution, turn off various graphical effects, and even whole subsystems such as audio, to reduce the load on their phones.
They also spoke about loading times and graphical improvements to the game.
The graphics have a comic book cel shaded effect to them that makes them unique with the characters and surrounding environments possessing an extra graphical flare, while the majority of the minor visual performance issues from the prior releases have been ironed out to deliver the best experience of the game as it is now presented in 1080P resolution with better textures and much faster loading times.
Unfortunately, the game was held back by the long load times, the crashes, and the graphical glitches.
It never fret in loading several tabs, opening graphical websites in Google Chrome, multitasking was perfect and even while running 8 apps at a time (2 games in background), about 221 MB RAM was still free.
a b c d e f g h i j k l m n o p q r s t u v w x y z