Fortunately, the world itself is gorgeous outside
of framerate drops and the level of lighting effects on display at one time can be staggering in a great way.
The main issue facing players comes in the form
of framerate drops, which for a game like overcooked can make timing and movement a nuisance.
There's also some anti-aliasing put in, runs at 480p and at 60 FPS with rare instances
of framerate drops.
You won't have to deal with any of the issues that were present in past versions of the game (there's a lack
of framerate drops, plus the loading times are seemingly cut n half).
Not exact matches
However, camera issues and the occasional
drop in
framerate aside, Attack On Titan 2 is one
of the best action adventures on Switch and the closest we're going to get to another Monster Hunter on a Nintendo console on the West - for the time being, at least.
However, the «Performance» mode
drops the resolution down to 720p and boosts the
framerate to 60 fps (needless to say this only applies to docked mode); whether or not this is an acceptable trade - off for you is all down to personal taste, but the smoothness
of the action really does make a difference, and we opted to play in Performance during the whole adventure.
The main shortcoming was a massive
drop in
framerate and heavy stuttering when too many zombies appeared onscreen at once, and since the point
of the game was to put hordes
of zombies onscreen, this issue turned up frequently.
Man oh man... Many sites state that the Vita version has some
framerate issues when the action gets really frantic... That IS a huge deal breaker for me... but still, the game has tons
of charm and the art is just gorgeous... so if the
framerate drop is minor, i might want to look the other way, so to speak... Soooo, how bad is the performance
drop????
It's hampered by long loading times and the occasional
framerate drop, but still deserving
of your attention.
Hands down, the Switch release is the most stable
of all with some impressive performance and a continuously stable and high
framerate with next to noticeable
drops no matter how intense the action on screen got.
The graphics are a mix
of the great and the dire; with occasional
framerate drops that are unusual to find in a Call
of Duty campaign.
While Final Fantasy XV on the Xbox One X is the best looking version
of the game, the FFXV XB1X patch doesn't seem to be very well optimized as the game struggles with some
framerate drops.
The current generation versions
of LEGO Marvel Superheroes will have no gameplay differences from the next generation versions, but the PS4 and Xbox One editions do have higher - end graphics, more characters on screen at once (especially incidental / civilian characters out on the streets), and TT Games is impressed with the lack
of load times and
framerate dropping on the new systems.
I've felt the same
drop in
framerate on the first corner
of every single race.
There's no signs
of lag and
framerate drop and while it might lack the extra visual sheen you get on Snapdragon powered tablets and phones, the Hudl 2 is well equipped to play games.
http://www.eurogamer.net/ar... Plus if you see footage
of the XB1 version
of Unity theres
framerate drops as well.
- Strong aliasing - Worse sharpness - Serious
framerate drops - Visual issues with cutscenes and when getting out
of the inventory - Too many actions (using a power + rotating the camera = «
framerate death»)- 5 sec loading time when you get back to the Home menu - the editor installed every patch available - The plateau on Switch is has a bad
framerate that gets better after, but it's worse on Wii U
In my own review I mentioned some
of them, although now that I've finished writing and am allowing myself to read other reviews I note that I seemed to have been quite lucky and experienced only relatively small
drops in
framerate.
With that out
of the way the game is still prone to sudden
drops in
framerates when moving through certain areas.
Other problems include the sub being at 0 % hull on returning to it, bad
framerate drops, rocks not blowing open correctly, getting stuck in scenery and becoming rooted to a spot because you ventured too far off the edge
of the map.
Running on my admittedly odd configuration
of an FX - 8350 (don't worry, it's getting changed to Ryzen soon) and a GTX 1080 with 16 GB
of ram it was easily maintaining over the 60 fps that my 1440p monitor runs at, with only an occasional
drop in
framerate during unimportant moments.
I've seen some people claiming that the PC conversion
of the first game was unstable, but I honestly haven't run into any trouble
of that sort during the many hours I packed into both these titles, maybe apart from occasional
framerate drops during some special actions, which probably stems from the original game's code itself.
While it took a few tries to get into a game, when we actually started playing, the overall experience ran smoothly, with the exception
of a few
framerate drops.
I have been playing this title on the Wii U rather than the Switch, so initially I wasn't too surprised to find the occasional
framerate drop in some parts
of the game, the Wii U has never had to process such a vast, expansive world before.
Because
of this, the PS4 was easily able to run the game without any hiccups with the game's
framerate rarely
dropping all throughout even during some
of the game's larger battles.
In terms
of framerate the game aims for 30 fps and manages to maintain it for most
of the time, but I did note
drops to around 25 fps or so that were more frequent that I'd like, especially during hectic moments.
All this graphical power does come at a cost, though, as big
framerate drops are a problem While not frequent enough to truly annoy or thankfully strike during important moments they do still appear more than they should, sometimes
dropping down to somewhere in the range
of 15 fps.
After realizing that this) in addition to just having a fun game
of course) is something I wanted, I built a PC If console only players are caring so much about 900/30 or if
framerate drops are affecting your enjoyment
of a game then I'd recommend investing in a gaming PC.
These issues seemed to be because
of the arena, as the
framerate would consistently
drop in those specific battlegrounds.
I've already accepted that the consoles this gen aren't going to give me the gaming experience I thought we would be at this gen.. That is, a standard
of 1080/60 or 1080/30 with negligible or no
drops in
framerate.
At no point while playing the game did I notice any
framerate drops or lag spike due to the complexity
of the game.
There are a few performance issues that this game has on the PS4 such as how the
framerate will
drop when you come out
of hyperspace or if you are trying to
drop off your wares at a particularly busy space station.
I'd be quicker to dismiss AC3P for its
framerate problems than I would this one or AC3SLP, but then I never even think
of dropping extensions.
The use
of colors and lighting is great, with the only complaint being some
framerate drops, especially when playing on portable mode.
However, the lack
of graphical fidelity doesn't explain the constant
framerate drops during the transitions
of cut scenes and entering new areas.
Within the first two hours
of playing, I encountered
framerate drops not only in gameplay but these issues also carried over into the cutscenes.
Playing the game on PC, performance was not too bad there were a couple moments where
framerates dropped but nowhere in the heat
of battle.
Earlier levels run fairly smooth, and the
framerate drops don't make the game unplayable, but the lack
of optimization at this point seriously distracts from the expirience.
60 FPS a vast majority
of the time with an adaptive resolution — in certain scenes, like turning your camera in a large area, will cause the resolution to
drop for a short burst, and causing multiple items to be affected by the physics engine, such as knocking over a pile
of bouncy cans, can cause the
framerate to
drop momentarily and, yes, the
framerate is tied to game speed, so this causes slow down.
Sniper Ghost Warrior 3 also suffers from occasional
framerate drops, which occurred during both combat and exploration, and the game crashed several times during the course
of the review.
There are random
framerate drops, misleading missions, and a number
of technical glitches that halt any momentum the game gains.
YouTuber Reakor Kacho captured off - screen footage
of Switch gameplay in Blighttown, an area from the original that lives in infamy due to awful performance and
framerate drops.
I played this on a high end PC, and for whatever reasons the game hitched up and had
framerate drops on the higher
of the two graphical settings.
Picking up power - ups
dropped by enemies will increase the number
of gun pods that hover around the player, providing for a comical amount
of firepower occupying screen at at any given time (so much that it causes significant
framerate drops).
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.
Gorgeously presented on Retina displays; little to no
framerate drops despite the mass amounts
of special effects used.
Framerate drops, including regular
drops all the way to zero for a second or two, are a frequent occurrence even on menus, which can make getting things done sort
of sketchy.
While I did notice the occasional
framerate drop and he slight hit the visuals took while exploring some
of the more vast areas in handheld mode, it was far from detrimental to the experience.
Indeed because Australia is essentially a New 3DS test market in the west, no notable games outside
of Smash have been patched to take advantage
of the New 3DS» newfound speed or controls, so those expecting, say, more 3D usage or less
framerate drops in Pokemon Omega Ruby / Alpha Sapphire shouldn't hold their breath.
Slime - san also featured some occasional
framerate drops when there were lots
of moving objects onscreen, as well as some massive slowdowns whenever I'd resume the game after putting the Switch on sleep mode.