The extended gaming for about 15 minutes
sees frame drop and a lot of heating issues on both the back and front.
It wasn't bad enough to make a big deal of it, but this looks like something that came from the Wii era so it was just weird
seeing frames drop on PS4.
The only time
I saw frames drop were in a couple cutscenes and the pre-battle screen in Ultimate Ninja Storm 3.
On full ultra settings, yes,
I see frame drops and I agree It should be a lot higher than what I get, especially in large NPC towns.
Yep, only place I can actually
see the frame drops.
As far as gaming is concerned, the device is able to handle casual games with no trouble, but you will
see some frame drops with more graphically - intensive games.
Gaming is acceptable for a budget phone but expect to
see some frame drops and lower quality textures.
I would often
see frame drops on the Samsung Galaxy S8; there's no such issue here on the Nokia 8.
Not exact matches
For reference, Tomb Raider
saw a 56 percent decrease in its second
frame, and A Wrinkle In Time
dropped 50.5 percent from weeks two to three.
The PC version garnered decent reviews earlier this week — a mixture of 7s, 8s and 9s as
seen here — but the PS4 and Xbox One versions are said to suffer from horrific loading times,
frame rate
drops and other irregularities.
On the other hand, we're
seeing performance issues such as
drops in
frame - rate and poor character animation, largely set within the same location and confines as those found in The Mad Ones.
I never
saw a
frame rate
drop even when I had all three of my fighters performing their ultimate attacks at the same time which fills the screen with a lot of insane animations; it never affected the look of the game.
In good light, that's at 30
frames per second; in low light, I
saw them
drop to 23
frames per second.
I am relieved to
see that the Switch usually only suffers from a
frame rate cut and a resolution
drop on these multiplatform releases as opposed to the butchering games often got on the Wii due to power, storage medium limitations such as on the Gamecube and N64, and being hard to port to due to an entirely different development environment as the case was with the Wii U. I realize that these statements are a little oversimplified because it IS more complicated than that but there are a whole lot of worse ways that Nintendo ports have gotten neutered for the last two decades because of Nintendo's tendencies to veer left when the market goes right.
It's just a shame about all these
frame - rate
drops I'm
seeing, even when there is little action happening on screen.
There are some noticeable
frame drops in large areas or areas with several enemies, but from what I've
seen of the other versions, it doesn't look to be too drastic.
Yoko Taro's previous game Drakengard 3, was hampered by an incredibly low - budget, resulting in appalling
frame rate
drops and some of the lowest quality textures I've
seen on the PS3.
It will be interesting to
see if the
drop in cost and gameplay changes make them formidable, similar to how the Gold
Frame Amatsu Mina Custom clone at 2500 cost is well received in comparison to its original 2000 cost version.
Note that we did
see small
frame rate
drops between 3D-less and 3D enabled gameplay on Majora's Mask, but it was not significant enough to interrupt our gameplay.
The one exception we picked up on concerns a single, non-playable cut - scene just before the Venice stage in Metro Last Light, where a judiciously tossed box of dynamite annihilates a bunch of pursuing mutants during a water chase, producing a mini-tidal wave that momentarily causes the only noticeable
frame - rate
drop we
saw over multiple hours of play on both versions of each remaster.
The only cause for concern is the inconsistent
frame rate that becomes apparent when in battle, retaining some issues previously
seen in Pokémon X and Y. For the large part your experience will be largely trouble - free, but with stereoscopic 3D activated or in more demanding encounters such as Horde Battles there are intermittent instances where the
frame rate will
drop.
It was also optimized well, as I never
saw a single noticeable
frame drop my entire play through, even after I had summoned multiple players and we were going against a massive boss that filled the entire screen.
- 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
I never
saw a
frame rate
drop even when I had all three of my fighters performing their ultimate attacks at the same time which fills the screen with a lot of insane animations; it never affected the look of the game.
So it's good to
see that it's not just a bug fix related to the
frame drop issue.
See how many draw calls your PC can handle with each API before the
frame rate
drops below 30 FPS.
I did encounter
frame -
drops during battles; when creating links with the characters you can literally
see the Vita struggling with it.
Sure I came across a few isolated instances where the
frame - rate dipped a little, but I have yet to
see it
drop down to single digits like some other outlets have reported.
I noticed no
frame rate
drops during my time playing the game, nor can I
see any when reviewing the footage.
Performance all round was very good with smooth animations and no
frame rate
drops anywhere to be
seen, even with a lot going on at once in certain areas.
Gamers made clear that pixelation, screen lag and
dropped frames often means the difference between
seeing your in - game opponent (for the win) or having them
see you first (for the lose).
Taking The Last Guardian for a spin on both PlayStation 4 and PlayStation 4 Pro, Digital Foundry discovered that PS4 Pro owners running the game at 1080p will experience a smooth 30
frames - per - second, while regular PS4 owners and those running it at 4K will
see frame - rate
drops.
Also, when there's a large amount of enemies on screen, be prepared to
see some
frame rate
drops.
Also, as an Art Institute graduate, I was happy to
see the city's art scene highlighted even just a tad; Molly Zuckerman - Hartung's «Notley,» a sliced - up
drop cloth stretched over a
frame with the word «No» on it, is the type of rebellious anti-painting that we need to
see more of to counteract our current fascination with say - nothing formalism.
Most of the
frames I
saw had the bottom graph peaking around 1960 and
dropping sharply afterward... Color me puzzled.
They can define the nature of what we
see, as when you
drop a
frame onto an image, suggesting, at least, that what is
framed is now «art», or when you slap some numbers and lots of indentation onto a patch of text, making it look like legislation.
I didn't
see much in the way of
dropped frames or laggy gameplay, even with the performance settings set to maximum in many cases.
It wasn't until I
dropped the anti-aliasing and detail levels to medium that I
saw rates climb to 60
frames per second, with a peak of 88 fps.
Games ran without any hitches at all — including Civilization VI, though we did
see a few
frame drops on titles such as Inside when there was a lot of action on the screen.
Opening, closing, and switching between apps is smooth and snappy, the touch responsiveness is excellent, and the device also handles graphic - intensive gaming comfortably, with no
dropped frames to be
seen.
Though we occasionally
see some subtle
frame rate
drops when flinging through the multitasking view.
Oddly enough, the Galaxy Note 5 loads graphic - intensive games faster, but once in the game, you will
see fewer
frame drops with the Galaxy S7 Edge.
The OnePlus X can handle most games easily, but you will start to
see and increasing amount of
dropped frames and lag with the more processor - intensive games, which is disappointing.
Granted, the load times may be a little longer, but once a game loads, it runs very smoothly, with rarely any
dropped frames to be
seen.
So you don't
see things such as
dropped frames, which cause the screen to look jumpy while you're scrolling.
For example, I can
see a lot of
dropped frames when opening the app drawer or while accessing the notifications bar.
I
saw very little delay or
frame - rate
dropping.
We'll have to
see how performance holds up in the long term — I
saw a few
dropped frames on the prototype I handled — but Razer might have just built the smoothest feeling phone I've ever used.
I suspect that Cortex A53s alone aren't quite enough to get the amount of performance needed to make Android run perfectly smooth, as while in some cases the phone was perfectly smooth in some transitions like opening and closing app folders I
saw noticeable
frame drops and similar issues,» Joshua Ho of AnandTech writes.
I
saw dropped frames constantly and the device would freeze up on a pretty regular basis.