But yes, the reduction
of the framerate dips is surely reported by the backers who tested the game.
Not exact matches
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.
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.
There were a couple
of mild
framerate dips throughout, but overall this looks and sounds great.
Performance wise, Lake Ridden struggles a bit in some
of the more open areas where I noticed camera stuttering and occasional
framerate dips.
Early streams and video captures are showing stuttering and an inconsistent
framerate for the Xbox version
of the game, with some saying the game
dipped into the single - digits.
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 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.
Moreover, there are times where the
framerate will
dip when lots
of enemies are present at once.
Sure, it would have slight
framerate dips occasionally when the action would get over-the-top with the number
of explosions and destruction happening all at once, but nothing close to «unplayable.»
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.
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.
Otherwise, even with Titanfall 2 nearly maxed out on aging hardware,
framerate was consistent, and there were no noticeable
dips to speak
of.
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.
Controls seem a bit loose until you get a hang
of them, and I noticed some
framerate dips but nothing too severe to detract from the experience.
I did notice the occasional
framerate dip here and there, but it was never severe enough to pull me out
of the moment.
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.
When undocked, the screen looks like it has a generous slathering
of Vaseline over it and the
framerate seems to
dip for a bit while it catches up to the action.
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.
It suffered horrendous
framerate dips on PS3 and Xbox 360, which have been eliminated in favor
of a consistent
framerate of 60.
It also runs at 30 frames per second instead
of the recommended 60 for a racing game, with occasional
framerate dips, most
of them happening during stadium races, when there's a lot more action onscreen.
The visuals are often stunning, though sadly it's one
of the few Sonic games to suffer from
framerate dips on occassion.
There's persistent screen tearing on the main menu and most
of the submenus, and within a fight there are times where the game's
framerate will
dip or the screen will cut to black before coming back again.
4K and medium with 2x MSAA hit an average
of 108 MPS, but we saw serious
framerate dips as low as 18 FPS.
In a game where literally every decision matters, things like
framerate dips and awkward animations need to be a thing
of the past.