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#OnePlusNordCE5📷 - the smooth operator even when the heat is on, with 120 FPS gaming in CODM and BGMI, and a massive 7041mm² cooling chamber. #UpYourGame📷 #WinnerWinner

17,257 次观看 • 1 年前 •via X (Twitter)

9 条评论

Tom Smith 的头像
Tom Smith1 年前

Remember when One+ was that company that sold a flagship for $300 and that was what people were excited for?

Paramdeep Sidhu 的头像
Paramdeep Sidhu1 年前

Wow

Madhu Singh 的头像
Madhu Singh1 年前

Amazing

D.karthik 的头像
D.karthik1 年前

Amazing #OnePlusNordCE5   #UpYourGame    #WinnerWinner

Sajesh Yadav 的头像
Sajesh Yadav1 年前

Super

Mozi 的头像
Mozi1 年前

Smooth

Jaswinder Singh 的头像
Jaswinder Singh1 年前

Awesome

Fernando Ribeiro 🇵🇹 🇪🇺 🇺🇦 的头像
Fernando Ribeiro 🇵🇹 🇪🇺 🇺🇦1 年前

Oh nice , gaming in the classroom.

Amandeep Sidhu 的头像
Amandeep Sidhu1 年前

Superb

相关视频

In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 次观看 • 8 个月前