There are a number
of problems with the camera ranging from performance to picture quality.
Not exact matches
He solved the
problem and created GoPro, a line
of durable
cameras that come fitted
with mounting gear allowing users to capture images and video
of their most active moments.
When the company was developing an early version
of its signature HD Hero
camera, Woodman set out to solve the wind - noise
problem with the help
of Zero bikes, which are nearly silent except for a low electric whirring.
Israeli startup Prospera recently attracted $ 7 million to fund its approach, which is to install
cameras along
with other sensors in fields and compare crops «leaf by leaf»
with its database
of thousands
of plants to identify
problems like pests, parasites and nutrient deficiencies.
If anyone is still dreaming that all
of the state's
problems will be solved
with a drive - by casino, legalized marijuana and a few highway toll
cameras, they need to wake up.
Students submit math
problems to tutors by typing in a question or even snapping a photo
of the math
problem with their smartphone's
camera.
To solve this
problem, the Columbia Engineering team developed an adaptive lens array made
of elastic material that enables the focal length
of each lens in the sheet
camera to vary
with the local curvature
of the sheet in a way that mitigates aliasing in the captured images.
Because
of problems with one
of Hubble's
cameras, however, he could not take another Hubble snapshot
of Fomalhaut until 2010.
Gaia was launched in December 2013 and has been scanning the skies ever since
with its gigapixel
camera, despite minor
problems with stray light getting in and some recurring contamination
of ice on the two main telescope mirrors.
With poor A.I., lots of problems with the in - game camera and shallow strategy options, Bladestom: Nightmare can truly become a bad dr
With poor A.I., lots
of problems with the in - game camera and shallow strategy options, Bladestom: Nightmare can truly become a bad dr
with the in - game
camera and shallow strategy options, Bladestom: Nightmare can truly become a bad dream.
This yakker suggests that the movie was a lot
of fun to make, yet it points to a fundamental
problem on set and behind the
camera: In the face
of Lee's undergraduate - existentialist aspirations, nobody involved
with Zombie Strippers!
Bay also improves upon a major
problem with the prior installments — frantic
camera work that turned epic set - pieces into blurry swirls
of robot action.
Considering the
problems with filming and the fact that so many people were openly attacked on
camera, this is like watching Faces
of Death, if that was a comedy.
This is a consistent
problem of games
with this nature on the 3DS but while it can be a little annoying trying to keep your
camera centered it is still very manageable and feels like they did the best they could without a second joystick.
One
of the only
problems I really had
with the game was the
camera, which occasionally worked against you.
For all
of the production
problems, Fincher's vision is still eye - catching,
with a roving
camera, claustrophobic environs, gothic stylistics, and an overriding tone
of bleakness and despair.
But «Insurgent» has the same
problem as the first two «Harry Potter» films — it's too faithful, coupled
with a dearth
of inspiration behind the
camera.
But Red Sparrow's woman
problem is less
with Dominika herself and more
with how she is presented, how she is captured by the
camera and how perfunctory is her performance
of agency (separating here the character's agency from Jennifer Lawrence's as a performer).
Half an hour into Tom Hooper's adaptation
of the long - running stage musical Les Miserables, he fixes his
camera on Anne Hathaway's tortured, tear - streaked face, and she delivers what ought to become one
of the great moments in musical cinema history — right up there
with Dorothy singing wistfully
of a land far away, Gene Kelly swinging happily around damp lamp poles, and a
problem like Maria singing to the grassy Austrian hillsides.
For its smart, honest storytelling and strong performances (particularly from Ronan and Metcalf), the film suffers some significant pacing
problems with it lurching between acts in an at times ungraceful manner, the aftershock
of Gerwig finding her footing behind the
camera.
What follows is well acted and entertaining, though I did have a
problem with the shaky
camera work during the arena action scenes, and some
of the visual effects looked cheap.
In addition to the potatoes, there are the
problems of water («the good news is that I know the recipe,» Watney tells the recording
camera that is the closest thing he has to a companion),
of heat (never has a deteriorating plutonium core come in handier), and
of finding a way to communicate
with Earth.
If CI can make the levels a bit less cramped and awkward (dodgy
camera issues were the main
problem I had
with the game), and tidy up some
of the technical glitches, Lords
of the Fallen has all the makings
of a very decent little series.
The
problem, however, is that it's filmed like absolute dogshit; the gimmick
of filming most
of it through the GoPro car
cameras is combined
with extremely disorienting and hyperkinetic editing to make the car chases nearly incomprehensible.
There's Danny Glover as the President
of the United States, a Russian billionaire
with a Paris Hiltonesque girlfriend, Tom McCarthy playing Jackson's domestic rival, kids
with urinary incontinence
problems, Oliver Platt as the snivelling government stooge, improbable cell phone reception, car - fu, airplane gymnastics, bad Arnold Schwarzenegger vocal imitators, and surveillance
cameras with unlikely range.
The
problems with this film do not lie
with the digital technologies — there are plenty
of lovely films shot on the RED — but in the apparent lack
of any workable aesthetic sensibility behind the
camera.
In several shots from 1974 that were filmed
with a stationary
camera, and in at least one shot from 1980, the picture develops a mild but unmistakable case
of vertical jitters,
with the image shifting up and down a single pixel or two from frame to frame, indicating some minor registration
problems during the film - scanning or telecine process.
Whereas one
of the downsides
of the previous Iron Man films was too much emphasis on visual effects and not enough on people, Iron Man 3 has cracked this
problem with new remote - control armor that allows Downey to appear on
camera while Iron Men fly all around him (he can jump into any suit at any time).
But have newspaper reporters or a television
camera anywhere within five miles and this superintendent can tell anyone what is wrong
with American education and that he or she, single - handedly, can solve all
of the
problems in the district if the board would only permit it.
GM mitigates any
problems with a full roster
of safety programs and systems — rear cross-traffic alert, side blind - zone alert, lane change alert, forward collision alert, front and rear parking assists, back - up
camera and more are all standard on the Denali.
The sensor itself is actually quite good, although one
of the
problems with shooting on a tablet is that any imperfections are now all the more present, as such we'd still recommend using either a
camera - focused smartphone or
camera.
Therein however lies the
problem, for those who don't want that you'll find yourself longing for more and sadly the Radar falls short in that department
with an average
camera, lack
of apps and a 1 GHz processor in a smartphone world increasingly inhabited by faster more powerful handsets.
The
problem with my comparison
of dogs to digital
cameras, however, is that dogs are alive.
This solves that
problem, allowing you to position the
camera in a whole host
of otherwise awkward positions for getting exactly the shot your want
with you in it.
• Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun • Fixed a
problem with revived players not being able to get suppressed • Fixed a
problem with the
camera when being revived in COOP • Spotting VO now plays when spotting from MAV / EOD • End
of round now has round statistics like Team tickets and Round time display • Fixed several issues regarding the kill card.
There is one really annoying
problem with the stealth, though, and that's the pesky
camera: not only will you be constantly fighting it, but if you happen to look sideways at an enemy while your sneaking, so that you can keep an eye on them, Lana's pace will slow to a dying crawl, which
of course then means you don't make it to cover in time and get spotted.
For those wondering, Pikmin 3 makes great use
of the GamePad controller: it can be used as a map to plot out your movements, and can even be used as a
camera to take pictures
of Pikmin to post to Miiverse, along
with a personalized message (mine would probably be a picture
of my group uprooting some Pikmin, saying, «Looks like we got to the root
of the
problem!»).
Creatures When dropping Toki in a nest, birds now have a «cooldown», so they won't instantly pick you up again when walking out
of the nest Birds don't stop anymore when they sense vibration, making them less annoying when accidentically stomping near them No more random sorting
of creatures: they all appear on their assigned depth value, preventing smaller creatures from sometimes getting lost behind bigger creatures Fixed the «spawning multiple
camera birds» bug Slug corpses can't kill anymore, so no more accidentally walking into them and dying Bugs When stomped, berrybugs and copybugs now always hop the same distance (3 tiles), making their behavior more predictible Berrybugs now briefly stop if they detect an edge above their heads while walking on the floor, making it easier to stomp them onto a wall Copybugs and berrybugs get stunned when they're in the trajectory
of a to be spawned bubble, so they can't hop / roll away before bubble is spawned Glowy berrybugs now use the same turn animation as normal berrybugs, so no more faster glow bugs Frogs and bubbles Bubbles now prioritize Toki Tori over other entities, so no more accidental berrybug ballooning Added a small delay before catching an entity in a bubble to allow for catching Toki Tori, even if he's a little further away than an entity Added possibility to queue a «turn by whistle» while the frog is running towards a berrybug, so you don't have to wait before being able to let the frog face the desired direction Fixed a
problem where a fat frog won't belch anymore Achievements In - menu achievements system, including progress achievements Added a number
of new achievements Tokidex completion is now a progress achievement (you can see how far along you are) Fixed the Fried Chicken achievement, so it's less hard to get All electrocuted entities now count for the X-Ray Enthusiast achievement Menu Completely new, streamlined and fast to access menu system Ability to set language from menu New font Graphics Improved presentation
of telepathic Ancient Frog messages, fixed a
problem where sometimes they'd spawn multiple times Fixed black flickering when buttonbashing during fades and level transitions Screenfades are now 100 % black Added button prompts to the first time you need to use whistle and stomp Areas and puzzles Added l - ife area for Ife < 3 Added an extra landing stone in the wasteland area Added more snow globes: — RRB - Water mountain approach: berrybug in the «pro» puzzle can no longer be lost Water mountain top: frog for Ancient Frog puzzle now starts bloated, added light to make «pro» puzzle easier to execute Shaft top: Small tweak to make sure berrybug isn't killed by the slugs midway through the level Water cave: made the light shaft where you need to whistle the hermit crab a bit wider, created hole for frogs at end
of level to prevent them from falling down, made some «pro» puzzles a bit more forgiving Dark forest: lowered warp when entering dark area, so it's easier to travel up
with a bubble Lava cave: improved bat puzzle Meadow: made some pro puzzles less difficult Hideout: removed alternative solution for Ancient Frog puzzle Descent: made it easier to pick up fat frog at beginning
There's also a very noticeable lack
of detail on characters and in the environment, along
with quite a few
problems and glitches such as bits
of the environment, and sometimes enemies, popping into existence, NPCs sitting in mid-air and the
camera occasionally dipping underneath the ground during combat.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order
of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked
with white text • Added round duration and ticket summary at end
of round screen • Fixed sound for when climbing ladders • Fixed and issue
with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller
with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a
problem with revived players not being able to get suppressed • Fixed a
problem with the
camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner
of the flag • Fixed a
problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a
problem with the bipod deploy sound • Fixed a
problem that you could be spawned in
with no weapons after being killed while using the EOD bot • Fixed
problems with health bars not displaying health properly when using EOD bots • Fixed a
problem with flickering name tags • Fixed a
problem where you could damage friendly helicopters • Fixed a
problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a
problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a
problem with changing
camera on certain vehicles • Fixed a
problem with the grenade indicator when in guided missile mode • Fixed a
problem where the machine could hard lock when joining a public coop game • Fixed a
problem where the headset attached icon would not show up in the UI • Fixed a
problem with the falling antenna on Caspian Border.
Aside from the technical
problems with the
camera, there were also a handful
of frame rate drops throughout busy areas, while I also had to restart Tearaway Unfolded multiple times when I encountered a glitch that left my Messenger endlessly falling through the world.
The inclusion
of new moves, no loadtimes, BMXs, and a more intresting story goal (Assemble random junk for a skate park) is a step beyond THUG 1 and 2, but the game suffers from more glitches and
camera issues (Camera is something I never had a problem with before in the series) than a TH game since
camera issues (
Camera is something I never had a problem with before in the series) than a TH game since
Camera is something I never had a
problem with before in the series) than a TH game since THPS3.
The
camera control
with the stylus, while less
of a
problem in the structured single - player levels, can be troublesome when fire and enemies are coming from all sides: not a deal - breaker, but worth bearing in mind.
This has improved over the years,
with less frequent instances
of wonky
cameras and
problems judging jump distances, but in no way is it solved.
Besides the
problems with Nvidia's Hairworks tech, the grass in the Final Fantasy XV PC Benchmark Tool uses Nvidia's Turfworks technology to detail each individual strand
of grass for a more lifelike experience, although a welcome implementation, the grass, however, renders even when it is outside the
camera viewing zone.
Now before you go lynch me for saying that an huge open world game can not come without glitches I would like to point out that this is not my biggest gripes
with the game as I have tolerated a lot
of glitches since the first Risen game, the
problem is mainly the combat and the
camera and those two working against you is enough to make you break controllers and not wanting to continue on.
The
problem with games such as this that has a gimmick which involves doing anything out
of the ordinary
with the
camera is usually a mixed bag, but this release has it all figured out.
This is a consistent
problem of games
with this nature on the 3DS but while it can be a little annoying trying to keep your
camera centered it is still very manageable and feels like they did the best they could without a second joystick.
The worst
problem and you're worst enemy is the Auto
camera, like always sonic team has a
problem with the
camera, for example let's say you're going fast and enter a place where there is a circle
of enemies, well if you are going too fast you are guaranteed to fall and lose (this happens
with the avatar as well).
While it does solve some
of the
camera problems from the original game, it does feel a bit awkward to control in comparison to other games
with a similar control scheme.