You will be presented with two options: One will allow you to automatically begin recording at
the slower frame rate when motion is detected within a small box on the screen, while the other allows you to manually control the image.
Although the previous Splinter Cell port to PS2 was - at times - an approximation of the Xbox original, with
a slower frame rate and less impressive lighting effects, it would be a picky man that levels the same accusations at this attempt.
This collection also has 3D compatibility, but runs at
a slower frame rate in 3D mode.
Full 3D character models are rendered in a 60 FPS environment, but given an initially odd filter to keep character animations moving at a considerably
slower frame rate.
Indeed, the recent revelation that DriveClub will be locked to 30 fps still stings - while the sense of speed is spellbinding,
the slower frame rate is apparent at high speed.
good maybe capcom will make a devil may cry 5 now and get the sales that they wanted they would have got big sales if they made DMC 5 instead of DmC but ill give it to them for trying something new with the series but they changed too much from past games like loss of manual lockon changed the look of dante that was already liked by fans the guns sounded like pop guns rebellion was too small and so on also
the slower frame rate did nt help but maybe capcom will listen and make devil may cry 5 now and aslong as its better than the crappy ninja theory reboot all will be forgiven
That is, unless you go through Xbox Backwards Compatibility to play it as it's very jagged around those edges and
the slower frame rate really changes the pacing.
In short, if you are a gamer, you might have to choose between
slower frame rate with this phone, or another phone.
On top of that, pile on
some slow frame rates; add a dash of microtransactions; and finally, boring and repetitive gameplay.
When real life motions are extremely quick and captured at a relatively
slow frame rate, the image may look blurry.
I was also a surprised to see
slower frame rates on page turns than on iOS or Android.
City streets are winding and confusing, and blocked off by seemingly random invisible walls, while large grassy plains shift the camera angle uncomfortably far away from you, and
slows the frame rate down to a slideshow.
He took Hitchcock's 1960 film and
slowed the frame rate down to extend its running time to 24 hours.
Not exact matches
The $ 450,000 Phantom is on rent from the U.S. because its high
frame rate means a 1 1/2 second shot can be
slowed to a hypnotic pace and made to last as long as it takes to wait for a flight.
This 120 FPS
rate provides more
frames (meaning more detail) when the video is
slowed down.
Incredibly well thought out controls, gorgeous graphics, a
frame rate that never
slows down, and a sountrack that's a joy to listen to even on it's own.
I ran into clusters of soldiers only to watch the action
slow to a crawl as the
frame rate dropped.
The
frame rate is also very impressive, because it stays very steady throughout the game with nearly no
slow down.
Sim games are typically
slow paced and designed to work on a wide range of systems, so a mid-range GTX 500 - series of Radeon HD 6000 - series graphics should be great for a steady
frame rate.
biggest issue with the Wii U is their ignorance of North America, their poor online experience and
slow game turnover
rate generic 3rd party support is almost dead on Wii U, so its good to see Nintendo going to other companies to make some exclusive titles for them (hyrule warriors, fatal
frame) lets hope this trend continues
However, the
frame rate in «Riptide GP2»
slowed a bit when we turned on the on - screen splash feature.
Again the Tegra 3 version runs a bit
slower in terms of
frame rate but has more effects (water...).
My guess is that in the April / May time
frame the
rates on USTs will start to rise as the government must find new customers and the FED will hopefully have stopped buying government debt thus
slowing down their money printing (this is not a sure thing, however).
We did not get a rail pass, as we moved at a
slower rate than most backpackers do, and the amount you need to move in your given time
frame with eurail passes meant it was not economical for us to get one.
I tried playing as the lady and the
frame rate was super
slow, and it wasn't a special bullet - time effect, either.
In a way they are alreaday «out» because most games have some level of
frame drops or are locked at a
frame rate that is below that of the display (60 fps)... That running out thing is basically B.S. computers, all of them were always out of memory and processing, super computers can take days (or months) to finish rendering some simulation, render farms can take hours to output a single
frame of a movie, database servers can require hundreds of gigabytes of memory of RAM just for their daily operations, web servers can only handle x amount of requests per seconds before
slowing down or completely crashing, game machines, be it PC or consoles all need some trade offs to run games at a given
frame rate / resolution... you can not just declare a machine ahs run out of ressources like that, it depends on the scope of the project you want to achieve!
The
frame rate slows a little bit at times, but the game's still a work in progress, so the final product should look pretty amazing once all is said and done.
The horse was broken, bugs gallore, crappy /
slow / clunky combat still needs to be fixed, horrible texture streaming,
frame -
rate on consoles.
Something I found bothersome in the gameplay was the combat, there were instances when the
frame -
rate would dip,
slowing down the pace of the fight to almost a halt sometimes.
Because of this, we see
frame rate slow down whenever there are too many enemies on the screen.
The
frame rate generally was pretty stable, but when the engine gets heavily taxed the game can — and will —
slow down to a degree.
The
frame rate drops were only minor, and tended to
slow movements down rather than making the game unplayable.
There is minor depth added to the stages with the 3D on, but it mostly just
slows down the
frame rate and creates a frustratingly small sweet spot in which the action can be properly viewed.
Drops in
frame rate, or «
slow down» as shooter gamers know it better, has always been an obvious thing with Warriors games.
- 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 guess a thing that became a TimeSplitters trademark that grew straight out of our frustrations with the N64's performance and how Perfect Dark was running
slower and
slower every time you added stuff, was just trying to get the
frame -
rate high.»
While these new match types are fun, unfortunately these matches do suffer from
frame rate drops and
slow down issues.
The game maintains fidelity at a steady
frame rate for the most part but can
slow down when proceedings get particularly hectic.
The PlayStation 4's smoother
frame -
rate is more reminiscent of the sprite - based 16 - bit titles the series draws influence from, but the
slow nature of the game means that little is lost in the gameplay experience, with the added benefit of being able to continue your adventures on the move.
While the reduction in
frame -
rate to 30 fps does lead to a less fluid experience compared to the 60Hz PS4 version, the
slow nature of the game means that little is lost in the gameplay experience, with the added benefit of being able to continue your adventures on the move.
I'm not a stickler for fidelity, but considering just how fast - paced and chaotic encounters become in TMNT, running at a
slower frame -
rate doesn't make the game any clearer, cleaner, or anywhere near as enjoyable as it could have been.
In my experience, it's during those moments of nail - biting three - wide jostles that the game
slows to a stutter, with the
frame rate dipping down into what is undoubtedly the low teens.
The team - based combat is a great change to the fighting, but the
frame rate drops
slow things down a bit.
The fights can get very hectic as more and more obstacles and hazards appear on maps, sometimes enough to
slow down the
frame rate heavily.
Under
Frame Rate choose High for a smooth experience, but if you're connecting via Wi - Fi, or have a
slow internet connection if you're using Remote Play when you're away from home, stick to Standard.
Grid 2 plays well on low - end machines with the graphics options turned down, and it never really
slows down, apart from the loading menus, where the
frame rate mysteriously drops.
While the lighting and shadow effects are executed quite well, the
frame rate does
slow down at certain occasions.
I would give it 5 but like other reviews said there are some funny glitches (shadow jump through wall to death),
slow downs in
frame rate, and no first person view in game, which would come in handy.
But it ran so good with little to no
slow downs or
frame rate issues.
The
frame rate was smooth, and there was never a point where the game
slowed down, though I did experience some motion blur at times.