Sentences with phrase «than the frame drops»

Another issue I came across and bothered me even more than the frame drops was the audio.

Not exact matches

«The drop in revenues in light of shipment increases demonstrates that the servers that shipped during the period had lower average selling prices than those that shipped in the same time frame last year.»
Since starting Dr. Permutter's program I dropped weight from about 155 to 140 pounds (I'm 6 ′ tall with an average to slight frame, and more active than usual for eighty years old) My present body fat is 18.5 %.
No one knows Nintendo's hardware better than Nintendo so you will be very hard - pressed to find any kind of frame rate drops, which makes Kirby Star Allies feel even smoother, even if it does only run at 30 fps, which you hardly notice.
In its third frame, SPC added five runs for Film Stars Don't Die in Liverpool with Annette Bening, Jamie Bell and Vanessa Redgrave, only dropping less than seven percent in its PTA.
It does consistently drop frames, but is still a smoother experience than another video playing at 30 fps.
The port of the game is almost perfect, but expect your battery to drain faster than the gas tank of a supercar and also the rare frame drops when visuals are turned up (even on an iPhone X).
I never played any of the early access parts of the game, but the combination of lag and frame rate drops makes combat a more dangerous and annoying affair than it would otherwise be.
In effect, framing the test as a threat rather than a challenge resulted in a two - letter - grade drop in performance.
Killen said that the car's body is so strong that it can be dropped upside down and the windshield frame will not bend more than a few millimeters.
This truck is lighter than ever by dropping 225 pounds, and the new frame includes 98 % high - strength steel to make for better handling and even more durability.
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.
To that I say, to achieve that visual quality (that's not even better than pc) pretty much all the new games except for non gpu / cpu intensive game types like racing games (forza 5) you're dropping to locked frame rates of 30 (dead rising 3, RYSE, Assassin's Creed 4) which the majority of those don't even give you 30 like they say but more like 26 the majority of the time but can dip as low as 16 fps for more than just a few seconds... This idea that it takes developers time to get «used» to the systems and optimizing it over the years is complete and utter bullshit, that's not how development works.
True, it still can't compete with a midtier GPU like an Nvidia GeForce GTX 1070 (6.5 teraflops) or an AMD RX 580 (6.1 teraflops), but it does mean that the Xbox One X should do a better job than the PS4 Pro of rendering 4K graphics without dropping frame rates.
I'd rather have a frame drop here or there than play with a regular controller.
However, the Vita version has had some graphical downgrades in comparison to the PS4 release as the textures are not as crisp and there are some frame - rate drops that occur during a higher than usual amount of enemies, firing and explosions.
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.
The frame rate drops were only minor, and tended to slow movements down rather than making the game unplayable.
- 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
Plus, due to how emulation works, some games actually ran better or with less frame drops on VC than on the original hardware.
Other than a couple glitches and frame rate drops the co op in this game works very well, it's just not as expansive as I had hoped since they were advertising this as the main reason to buy this game.
It's odd that rather than dropping frames it simply appears to slow down.
That means there will not be anymore than twenty - four enemies on screen, rather than than Guerilla have used 25 enemies and are happy with frame drops.
Killzone Shadow Fall can handle twenty - four enemies on screen at once, anymore than that and the frame rate would start to drop.
With the game being turn based, the frame rate drops and screen tearing present in the in - game cutscenes don't ever impact the ability to play the game, but they do make things less than pretty on occasion.
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.
Even so, I didn't notice the frame rate dropping below 20 fps, and I played the entirety of it without complaint (other than wanting larger screenshots).
Scratch the surface and dig a bit deeper than the bugs and the bad configs and the frame rate drops and the constant patch updates and you know what you find?
The visuals are functional rather than inspiring, and the game often suffers from frame rate drops, slowdown, tearing, glitches and other irritations — but it's never enough to spoil the experience.
Or if the there enough water molecule in droplet the water acts similar to a drop water from dripping facet or pool of water - which a portion of it is evaporating and condensing - but with H20 gas molecules in a gas mixture most of gas molecules are transiting from gas to liquid state within a time frame of something like less than a second.
For greater certainty, he included a chart that broke out average billable hours for associates and partners over the same time frame and the drop in average time per quarter per associate (15 - 16 hours) is lower than the drop in the same stat for partners (20 - 24 hours).
It's significantly smaller than the pack inside the Galaxy S5, which is understandable given its more compact frame, but it's a slight drop - off in longevity either way.
It shouldn't decrease (if anything, it might actually increase), even an SX 8.1 launcher (sideloaded apk) feels waaaay snappier on the S7 than the 8.0 that's pre-installed (which drops frames like crazy since it's actually a beta version of SX and 8.1 is the first stable one).
More graphics intensive titles like Marvel Future Fight drop more frames than on older Exynos powered devices, but we expect future titles to perform better as games arrive with support for Vulkan APIs.
If your games are doing the jitter - bug — in - home streaming handles latency by dropping the frame rate, rather than dropping the picture quality, for some bizarre reason — open Steam on your client PC and head to Steam > Settings > In - Home Streaming in the menu bar.
No matter your personal preference for how Samsung's UI looks, a phone with top - of - the - line silicon should not run into dropped frames and slowdowns less than six months after use.
It's going to be much smoother than it is right now with no dropped frames.
I'm not talking about animations taking up time from the actions I'm doing, I'm talking about animations being rendered in less than 30 fps (should be rendered in 60 fps) and dropping over half of their frames.
You will notice a few hiccups and frame drops more often than you would on the Pixel XL, but for the most part, it is still a very fast phone and has help up well since its release.
The steel frame and rubber back (seriously, we're not saying «Dura Guard» and «Dura Skin» anymore than is absolutely necessary) make for a rigid phone, and should protect against drops, which is all the rage these days.
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