Sentences with phrase «low resolution texture»

The environments are perhaps the only weak point for the visuals with some low resolution texture in place.
Textures up close will obviously suffer from the low resolution textures.
Silent Hill 2 (a game this writer sees as the greatest survival horror ever made) enjoyed the happy coincidence that the PS2 needed to shroud the town in fog because of memory limitations, and that lower resolution textures guaranteed terrifyingly ambiguous monsters.
There are low resolution textures, character models are mediocre at best, and the animations are surprisingly horrid.
Dynasty Warriors 9 also suffers from low resolution textures being loaded in memory thanks to the aggressive level - of - detail.
Graphics: 8.5 As usual it's powered by Unreal and the art design is very well done but there are some texture pop ins and some low resolution textures as well but the weapons all look great and the blood and gore (of which there is a lot) all look great!
It's also worth noting that if you get in really close you will find some relatively low resolution textures dotted about the place, but these are frankly minor grips.
But some tracks do tend to suffer from lower resolution textures.
Lower resolution textures and stuff, and maybe compression magic?
PUBG on Xbox One starts up promisingly enough with a decent, attractive front - end, but once you've moved on from character creation to your first in - game lobby, you're instantly besieged by low resolution textures that seem to be failing to stream in properly, combined with performance just above or below the 20 fps threshold - depending on whether you're playing on Xbox One or its significantly more powerful 4K counterpart.
There are low resolution textures everywhere, and city buildings look more fitting for a PS2 game.
Please note that this sample incorporates a lower resolution textures and lesser sound quality than the full DLC.
I've never really been one to moan too much about «jaggies» but in this case, the effect appears to be somewhat emphasised by the scaling method Starbreeze has employed, and the lower resolution textures are also far more noticeable.
Blurry, low resolution textures clearly show the game's outdated graphics, which would have looked fine five years ago, but compared to more recent first - person shooters, it's an ugly little duckling.
The PSP handheld's capabilities are best described as being somewhere between the original PlayStation and the PS2, meaning lower resolution textures and much reduced poly counts.
On consoles the game suffers from an uneven frame rate and low resolution textures, but for the most part it's still a very enjoyable ride.
It has low resolution textures, mixed with some good - looking ones.
The entire game has been redone with polygons, but the whole makeover looks rather cheap, with jaggy visuals and low resolution textures.

Not exact matches

Background structures and textures constantly suffer from the moiré effect, and some of the finer details of the game's landscapes and enemies are lost at such low resolution.
Low screen resolution, poor anti-aliasing and texture resolution bring down the overall presentation slightly, but the game runs at a steady frame rate until the end of the second to last chapter, where I experienced frequent and debilitating drops that made the game near unplayable.
It looks good, but there's so much more they could have / should have done; the textures of the monsters» skin, grass and stone etc look fairly low quality and not much better than what was on the Wii version (albeit in sharper resolution) Some textures look pretty good though (like the cracked earth at roughly the 52:00 mark, the animations are great and the world shows a lot of depth (which is what really counts), so here's to MH 4 on Wii U that will hopefully show what the hardware can really do with Capcom's amazing world!
The presentation may still appear on the softer side, but there's a nice uptick in visible fine details across distant scenery and textures, which are smoothed over to a greater degree at lower resolutions.
Running at 720p on the Xbox One the image isn't as crisp and sharp as it should be, but it's surprisingly hard to notice the low resolution thanks to some solid AA at work, and despite the lower pixel count this is an incredibly detailed game, boasting stunning texture work.
These are not the only visual gaffes as the game suffers from erratic frame rate issues in addition to low - resolution textures that are just plain hideous.
That said, the console will support supersampling (taking a 4K image and scaling it down to a 1080p screen, granting much of the texture and image quality improvements, but at the lower resolution) on non-4K screens, which would be a marked improvement regardless of whether you are running a launch system or an Xbox One S.
Things like texture and shadow pop - in, long load times, frame rate and sound issues, and low resolution paint jobs on cars are the things they tend to fix last in a game like this and, given that they pointed them out to us before the disc was even inserted, there's plenty of reason to assume that they will fix them before they call the game «finished» and ship it.
- 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
In addition, image quality is limited by a resolution of just 1280x720 with no anti-aliasing, while alpha effects were rendered at a low resolution, textures suffered from in - surface colour banding, depth of field was mostly removed, shading was often inaccurate, and HUD elements were stretched.
When you look closely there's a lot of low - resolution textures, but the speed of the game and the art - style help to cover up the
While the core assets are fundamentally identical across all consoles, both the PS3 and Wii U versions of Call of Duty: Ghosts feature a few problems where lower - resolution textures are prominently displayed across characters and the environments.
We chose to lower our framerate from 60 to 30, as well as the resolution to 720p and the texture sizes where possible.
Low - resolution textures and low - polygon models attempt to represent the various spaceships, jungles, alien cities, and «Xenos» that populate the linear corridors of N.O.V.A. Occasionally an in - engine cutscene will play out, reminding you that this is indeed a game in a post-Quake II worLow - resolution textures and low - polygon models attempt to represent the various spaceships, jungles, alien cities, and «Xenos» that populate the linear corridors of N.O.V.A. Occasionally an in - engine cutscene will play out, reminding you that this is indeed a game in a post-Quake II worlow - polygon models attempt to represent the various spaceships, jungles, alien cities, and «Xenos» that populate the linear corridors of N.O.V.A. Occasionally an in - engine cutscene will play out, reminding you that this is indeed a game in a post-Quake II world.
Humans are practically caricatures and their low resolution face textures are slightly disappointing.
in Cg Textures / Hdri Images / Exterior / Sky / Low Light Layered: No, Tileable: Yes, Minimum Adobe CS Version: CS, Texture Resolution: 5376x2688
However, we also see a fair amount of lower res texture work and filtering looks like a significant downgrade too - though how much of this is down to the lower screen resolution is difficult to say.
The biggest cut is disappointing though - anti-aliasing is removed completely, certain texture elements are of a lower resolution and on top of that, Capcom has chosen to add a sharpening filter.
However, just as technically impressive is the third mode in which 4K provides unparalleled clarity as far distant textures on the horizon that would otherwise naturally become low resolution; are now brought to a status of equal parity with the foreground as every detail on the horizon can be seen for as far as the eye can see.
It powers past some of the PS1's profound hardware limitations - like affine texture warping and low resolution - but the game has a 30 fps cap, and there's no support for today's analogue joypads, making control challenging.
Textures are detailed, but are low resolution and often lack any necessary shaders to make them pop.
The visuals mostly look pretty good and crisp, ignoring a lower - than - 1080p resolution, though that makes me feel that the textures could've honestly taken a hit in exchange for some more stable performance.
The older hardware had blurring that hid the low - resolution textures.
Even while character models and costume designs are absolutely breathtaking, the game is still using moderately low - resolution textures, ones that feel as if they've been continually recycled since the PlayStation 3 days.
The Action Mode lowers resolution and texture quality in favor of 60 frames per second, while the other two modes prioritize better image quality while sacrificing performance.
Turn texture and shadow quality down and lower the screen resolution.
It wasn't until he jumped into Doom's original levels, complete with low - resolution textures, hidden doors and secret weapons, that the former champion emerged.
's original levels, complete with low - resolution textures, hidden doors and secret weapons, that the former champion emerged.
id Software, Machine Games and Flying Wild Hog may be reviving old franchises underneath a new coat of chrome, but independent developers and studios are doing everything in their power to drag the definitive 90's FPS experience back into the spotlight, low - resolution textures and character models included.
Naturally, the overall visual presentation is beneath that of its PS4 counterpart; while character models and environments remain highly detailed and animated, the background elements during story conversations and some of the environmental textures are rather «muddy» with their low resolution.
From bland, muddily textures environments, flickering, low - resolution shadows, and the occasional sputtering framerate, it's clear that Omega Force's code lacks optimization.
Most developers, when converting a PlayStation 2 title to the increased graphical specs of the PlayStation 3, simply boost a game's resolution, which is helpful but does nothing to improve the textures used in the game that were originally created at the lower PlayStation 2 resolution.
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