frame rates

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  • Fortnite RTX

    'Fortnite' will add ray tracing and DLSS on September 17th

    by 
    Christine Fisher
    Christine Fisher
    09.15.2020

    'Fortnite' will get NVIDIA's ray tracing and DLSS tech on September 17th.

  • Call of Duty: Advanced Warfare scales up to 1080p on Xbox One

    by 
    Mike Suszek
    Mike Suszek
    11.03.2014

    Call of Duty: Advanced Warfare runs at 60 frames per second on both Xbox One and PlayStation 4, Sledgehammer Games confirmed. The first-person shooter is also locked in at 1080p on PS4, though it "runs at 1080 scalable," according to the developer's co-founder, Michael Condrey. The resolution of the Xbox One version of the game will change "on a frame by frame basis" in real-time, according to the developer. Condrey told Metro that the game "will scale from 1360 all the way up to true 1080," shifting from resolutions of "1360×1080 up to 1920×1080" on the Microsoft console. It's an improvement on the series' efforts last year on the console, as Call of Duty: Ghosts trotted out an upscaled 720p version on Xbox One. Call of Duty: Advanced Warfare is out now and received positive marks in our review. [Image: Activision]

  • Assassin's Creed: Unity at 900p, 30fps on Xbox One, PS4

    by 
    Jessica Conditt
    Jessica Conditt
    10.06.2014

    Assassin's Creed: Unity will be locked at 900p and 30fps on both Xbox One and PS4 when it launches in November, Senior Producer Vincent Pontbriand tells VideoGamer. "We decided to lock them at the same specs to avoid all the debates and stuff," Pontbriand says. Most games in the new console generation hit 1080p, though the PS4 has more consistently supported higher resolutions and frame rates than the Xbox One, and that has been a point of contention for some players. Others see the entire debate as "a PR differentiation." Pontbriand says that the limiting factor on new consoles is the available CPU and AI computation, not graphics processing. "It's the CPU [that] has to process the AI, the number of NPCs we have on screen, all these systems running in parallel," he says. "We were quickly bottlenecked by that and it was a bit frustrating because we thought that this was going to be a tenfold improvement over everything AI-wise, and we realized it was going to be pretty hard. It's not the number of polygons that affect the framerate. We could be running at 100fps if it was just graphics, but because of AI, we're still limited to 30fps." Ubisoft is beefing up Assassin's Creed: Unity in other ways – the dev team rewrote "6 million lines of code" for the new game, Creative Director Alex Amancio told Joystiq. For historical context, Assassin's Creed 4: Black Flag received a post-launch patch on PS4 that bumped the game's resolution from 900p to 1080p. Assassin's Creed: Unity launches on November 11 for PS4, Xbox One and PC. [Image: Ubisoft]

  • NHK 8K Super Hi-Vision camera captures native 120Hz footage, we go eyes-on at IBC (video)

    by 
    Zach Honig
    Zach Honig
    09.08.2012

    We've seen plenty of 4K cameras, and we've even heard a whisper or two about 8K, but the quality of a viewing experience isn't tied only to resolution -- frame rate also comes into play, especially with fast-moving subjects. NHK's prototype Super Hi-Vision camera doubles the capture rate from the standard 60Hz to a much speedier 120Hz, yielding sharper motion. While the difference isn't noticeable with static or slow-moving scenes, it certainly comes into play when filming rapid-motion sporting events or panning the camera. The Japan Broadcasting Corporation's latest model was on hand at IBC in Amsterdam, and the advantages of a 120Hz cam were immediately crystal clear. Filming a rotating image that paired ordinary objects and cityscapes with letters and numbers, you could see the difference instantly, with the 120Hz image on the right side yielding far shaper details, while the left side was often a blurry mess. There's no software smoothing on hand here -- because the higher frequency comes directly from the source, it appears perfectly natural, and much more pleasant. We captured a video demonstrating the expo floor rig, but because our camera doesn't sport the same spec, you won't notice a difference in the hands-on clip after the break. You can see the difference in our stills gallery below, however, and you can take us on our word -- the improvement is quite dramatic.%Gallery-164700%

  • NVIDIA GeForce GTX 670 review round-up: 'just get here if you can'

    by 
    Sharif Sakr
    Sharif Sakr
    05.10.2012

    While the world still waits for the GTX 680 to reach Newegg, NVIDIA has pushed ahead with the next card down in its stack: the $399 GTX 670. This more affordable option keeps most of the main Kepler credentials intact, but it necessarily makes a few compromises on the computational side, with fewer processing cores (1344 instead of 1536) and texture units (112 instead of 128) as well as slower base clock speed (915MHz instead of 1006MHz). Is that likely to be a problem? Judging from reviewers' responses published today, which cover cards from a range of vendors, probably not. In fact, as TechSpot puts it, "there's very little to critique," because the GTX 670 matches the performance of AMD's flagship Radeon HD 7970 at a much lower price. AnandTech's benchmarks put the reference board only ten percent (or a handful of fps) behind the GTX 680 in many recent games, leaving it "nipping at the 7970's heels," but it was still plenty powerful enough to play Arkham City or Battlefield 3 at 5760 x 1200 with high settings. PCPer's stats put the new card 15 to 20 percent behind the 680, but found good scaling in SLI mode. The Tech Report found the the GTX 670's cheap stock cooler let it down slightly, with a "friction-filled" idle noise well above the top-end Radeons and even above the dual-GPU GTX 690 -- but under load it conducted itself relatively well. We could go on, but ultimately if you're looking to buy this card then you'll want to do your own research at the links below, and then do a raindance. Read - TechSpot Read - AnandTech Read - The Tech Report Read - PC Per Read - HotHardware Read - Tom's Hardware Read - Hexus

  • The Anvil of Crom: Building a Khitai PC

    by 
    Jef Reahard
    Jef Reahard
    08.08.2010

    So I've finally started to have technical issues with Age of Conan. Despite being in the original closed beta, the launch weekend headstart, and several bug-ridden months of playtime after that, I've never really been unable to run the game until recently. I'm playing with the same PC I used back when the game debuted in 2008; the only concession to hardware advancements I've made in the past two years is an updated video card. For some reason though, Khitai has become increasingly unplayable on my rig. This is curious because I was in the Godslayer beta with no problems, just like I tooled around in the Gateway zone when the expansion went live with no problems. After the last couple of patches though, I'm unable to play in Hyboria's far east for more than a few minutes before a memory crash takes me back to the desktop. Also, I've had to completely bottom-out my graphical settings to be able to load into the new zones (and even with this concession, it literally takes four to six minutes -- yes I've timed it -- of staring at the loading screen and progress bar). Slog past the cut for more. %Gallery-98996%