There should be no issues with
lag time in games as the hard drive fails to deliver new assets within the game, which can occur with a traditional hard drive.
Not exact matches
In performance trials with 50 hardcore gamers who spend an average of two hours a day playing video games, players reached similar scores with both techniques, with no difference in response times — a critical issue for fast - paced games where any lag adds crucial milliseconds between pressing the «shoot» button and killing the enemy, for exampl
In performance trials with 50 hardcore
gamers who spend an average of two hours a day playing video
games, players reached similar scores with both techniques, with no difference
in response times — a critical issue for fast - paced games where any lag adds crucial milliseconds between pressing the «shoot» button and killing the enemy, for exampl
in response
times — a critical issue for fast - paced
games where any
lag adds crucial milliseconds between pressing the «shoot» button and killing the enemy, for example.
The cons of this
game: it seems like Epic threw
in a dash of harsh
lag, unfair gameplay gun damage, and the fact that building can be very hard at
times.
Setting
games up
in this manner is fast and easy, without
lag or frustrating wait
times.
thats total bull, regardless of what people say, 60 fps is not just about how smooth the
game looks, it also makes a massive difference
in how the
game feels, some people may not be able to notice between 30 an 60 fps, but most will be able to feel the difference, an the human eye an defo see it, but most
gamers, do nt know or understand it, an so do nt notice it, but the eye can see it, for
games, 60 fps is the holy grail, when console
games are standard 60 fps, native 1080p, then an only then will we be
in gaming nirvana, LOL but serious, i agree with u that if a
game is locked at a constant 30 fps, then most
times thats fine, for not for a racer, an for a sim racer is even worse, 60 fps makes the input
lag the shortest it can possibly be, an so makes a massive difference on how the
game feels, an how responsive it is, an aslo when racing a car, 60 fps helps you feel the speed allot more then 30!
As for the performance, there is a slight
lag to the inputs on the Nintendo Switch but it looks great on the portable screen, and honestly this is the best way to play the
game since it is designed around playing
in small chunks of
time.
Removed some memory leaks Fixed crashes when the
game attempted to render lots of content (high detail, high FOV or multiple - monitor modes); this should particularly help multi-monitor users Chat window no longer causes
lag spikes Chat window reworked opacity & visibility -
time is controllable through settings
in settings.ini Clantag is remembered when using auto - login Banner URLs can be up to 252 characters
in length SecuROM wrapper removed from non-Steam version Minor performance enhancements Reduced rubberbanding on servers with more than 24 active players PrintScreen takes a screenshot, file stored
in Documents \ BFBC2 \ Screenshots directory
Dead alliance is a basic first person shooter with zombies elements
in the gameplay for no other reason than to call it a zombie
game, the survival mode contradicts itself and the multiplayer constantly has
lag, you don't get a campaign even though they sell a single player expansion and at a price of # 20 / # 30 / # 35 depending how you buy it, I think it's a complete waste of your money and
time, take a look around the internet to see what other think before you take my advice but quite simply put, if you're a fan of first person shooters then don't waste your
time with this one.
The online play is laggy, ranging from 1 to 3 second
lag (which is a lot of
time in a twitch
game such as Madden.)
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.
But sometimes there would be a
time lag in our communications with the magazines, and
game content and events that we ultimately ended up cutting would get featured by mistake.
However, we've all fallen prey to the promised - land of a good online feature for fighting
games, only to discover that the
lag makes for a complete throwing - off from the
timing one develops
in normal local play.
The other big thing
in my experience is that phones seem to
lag big
time when playing
games that are heavy on CPU resources.
In other words, non-dedicated servers mean that our program is acting as the server and also running the
game at the same
time, so performance is not as good which will cause
lag and occasional FPS...
With that said, if we end up
in a situation where we've passed on one of the console platforms and PC, but for some reason, the other console platform is
lagging behind, we'll probably make a
game -
time decision of saying «hey, we might need these changes out for where we can get them».
I'm sure that the developers will iron out the kinks with the servers
in due
time, but since release the
game has had issues with acquiring matches, saving ranking points,
lag and more.
In fact, it was the first game I bought for my newly purchased 360 (I never had an original XBOX, as I was planted firmly in SONY's camp at the time), but I had good friends who kept talking about Gears, and the multiplayer, and something about lagging.
In fact, it was the first
game I bought for my newly purchased 360 (I never had an original XBOX, as I was planted firmly
in SONY's camp at the time), but I had good friends who kept talking about Gears, and the multiplayer, and something about lagging.
in SONY's camp at the
time), but I had good friends who kept talking about Gears, and the multiplayer, and something about
lagging...
Fallout 4 came out at a
time after The Witcher 3, Metal Gear Solid 5, Dragon's Dogma, as well as a plethora of Ubisoft open world
games, and
in general
games are starting to add a layer of depth to the massive scope of a world, something that Bethesda has seemingly started to
lag behind now.
The only real problem is the small amount of
lag from analog input on PS4, which costs
time in a
game where every second counts.
As I had a ton of
time in the
game before installing and playing the DLC, not much
time actually spent playing the DLC, and I noticed the
lag after returning to the normal
game world, it suggests the DLC is to blame.
Video
games, on the other hand, have always
lagged behind,
in large part because movie effects can take their sweet
time to be produced, while graphics
in games need to come together
in tiny fractions of a second — but they're about to catch up
in a big way.
In the time spent online so far, I was able to participate in approximately forty 1 vs. 1 races with no lag, but time will tell on the larger populated races when thousands of others own the gam
In the
time spent online so far, I was able to participate
in approximately forty 1 vs. 1 races with no lag, but time will tell on the larger populated races when thousands of others own the gam
in approximately forty 1 vs. 1 races with no
lag, but
time will tell on the larger populated races when thousands of others own the
game.
The animation is colorful, crisp, smooth, and best of all, I haven't noticed a
lag in the gameplay, something very relevant for a fighting
game where
timing is everything.
Browsing the web, typing messages, and swiping around is hitch - free, the only
time we felt any
lag was coming
in and out of apps and
games.
Older OLED TVs had some input -
lag problems, making it harder for them to refresh the screen
in time for fast - action sports or video
games.
Unlike results, which can
lag weeks, months, and
in some cases years behind your actions, an execution measure provides more immediate feedback, which allows you to make
game -
time adjustments much faster.»