Not exact matches
Digital Foundry says that
framerate is locked at 60 fps during Battle Mode, though it
dips to around 45 fps
in Story Mode.
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.
There are several noticeable
framerate dips at several points
in the game.
In both the Wii U and Nintendo 3DS games, Hyrule Warriors suffered some harsh
framerate dips which are fully eliminated on Switch.
Edit: It seems there are conflicting infos on the actual
framerate of the game, there are definitely
dips in the
framerate, but many people seem to say it's just a very fluctuating 60 fps.
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.
Performance wise, Lake Ridden struggles a bit
in some of the more open areas where I noticed camera stuttering and occasional
framerate dips.
Don't get me wrong, the game looked nice and graphically ambitious — but pop -
in was pretty bad, texture load speeds, framerate dips, jaggies, slight stutter etc... In Movie mode the game felt more consistent and the quality of the game looked much better — everything is sharper, there was less pop - in and it just felt and looked better to pla
in was pretty bad, texture load speeds,
framerate dips, jaggies, slight stutter etc...
In Movie mode the game felt more consistent and the quality of the game looked much better — everything is sharper, there was less pop - in and it just felt and looked better to pla
In Movie mode the game felt more consistent and the quality of the game looked much better — everything is sharper, there was less pop -
in and it just felt and looked better to pla
in and it just felt and looked better to play.
I usually don't have much of a problem with the
framerate on the Wii U version that affects the gameplay but whenever there is a thunderstorm
in the jungle areas of the game (which happen more frequently there) the
framerate can
dip quite a lot depending on how much is being rendered on the screen at one time.
Between the poor graphics, comparatively,
dips in framerate and general lack of polish despite push backs, Watch Dogs came out to such anger, Ubisoft couldn't buy back my trust if they had a dollar for every time someone said iconic.
Depending on certain factors
in the game, you could see the
framerate dipping from well above 60 down into the 30's and back again... constantly.
While the
framerate still takes a
dip whenever there's multiple Pokémon
in battle, the engine suits the swaying trees and sunny beaches of the Alola region wonderfully.
I did experience a slight
dip in framerate a few times
in the nearly 30 - hours of God of War but that was the exception, not the rule.
The
framerate remains for the most part smooth and solid, with only occasional
dips in the widest of open spaces.
I used magic attacks
in one hand and a sword
in the other for most of my playtime, so I saw lots of spells being thrown around, and only rarely did I see the
framerate dip even slightly because of it.
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.
On Xbox One X, object pop -
in and even occasional
framerate dips are disappointing to see on such powerful hardware.
Act 1 went without a hitch, but
in the Sewers of Caldeum we saw a few instances with two players playing local co-op where the
framerate dipped for just a moment.
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.
The gameplay is fun, with a decent amount of depth to it, the online feels smooth and visual performances are smooth, showing no
dips in framerate between handheld and docked mode, and with online battles.
For the most part, Bloodborne doesn't really have any major issues other than occasional small pop
in and very few
framerate dips as the game manages to keep a steady 30 fps.
It suffered horrendous
framerate dips on PS3 and Xbox 360, which have been eliminated
in favor of a consistent
framerate of 60.
In handheld, I noticed a few times where the
framerate would
dip a little bit, but really a minimal amount and nothing that ever ended up affecting any jumping sections for me.
The
dips in framerate aren't the only problem with this game.
- FROM Server Issues resulting
in Insight Deduction -
Framerate dips - A few rehashed boss fights - WTF is Arcane?
Playing on a regular PS4, I had no
framerate dips or stutter during my time
in this huge open world, and everything ran smoothly for my whole playthrough.
In a game where literally every decision matters, things like
framerate dips and awkward animations need to be a thing of the past.