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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Unlike a local game where the inputs of all players are executed instantly in the same simulation or instance of the game, in an online game there are several parallel simulations (one for each player) where the inputs from their respective players are received instantly, while the inputs for the same frame from other players arrive with a certain delay (greater or lesser depending on the ...

  3. Display motion blur - Wikipedia

    en.wikipedia.org/wiki/Display_motion_blur

    Generic names include black frame insertion and scanning backlight. Philips created Aptura, also known as ClearLCD, to strobe the backlight in order to reduce the sample time and thus the retinal blurring due to sample-and-hold. [7] [8] Samsung uses strobed backlighting as part of their "Clear Motion Rate" technology. [9]

  4. Micro stuttering - Wikipedia

    en.wikipedia.org/wiki/Micro_stuttering

    Assuming a 60 Hz refresh rate, a benchmark tool may report this as 144 frames per second. However, the user will perceive less due to some frames existing for a tiny fraction of a display's refresh cycle. Micro stuttering is a quality defect that manifests as irregular delays between frames rendered by a graphics processing unit (GPU).

  5. Anisotropic filtering - Wikipedia

    en.wikipedia.org/wiki/Anisotropic_filtering

    In 3D computer graphics, anisotropic filtering (AF) [1] [2] is a technique that improves the appearance of textures, especially on surfaces viewed at sharp angles. It helps make textures look sharper and more detailed by reducing blur and aliasing that can occur when surfaces are angled away from the viewer.

  6. Valorant - Wikipedia

    en.wikipedia.org/wiki/Valorant

    Valorant is a 2020 first-person tactical hero shooter video game developed and published by Riot Games. [3] A free-to-play game, Valorant takes inspiration from the Counter-Strike series, borrowing several mechanics such as the buy menu, spray patterns, and inaccuracy while moving.

  7. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.

  8. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate, which are expressed in hertz. Additionally, in the context of computer graphics performance, FPS is the rate at which a system, particularly a GPU, is able to generate frames, and refresh rate is the frequency at which a display shows completed ...

  9. Deep Learning Super Sampling - Wikipedia

    en.wikipedia.org/wiki/Deep_learning_super_sampling

    The DLSS Frame Generation algorithm takes two rendered frames from the rendering pipeline and generates a new frame that smoothly transitions between them. So for every frame rendered, one additional frame is generated. [2] DLSS 3.0 makes use of a new generation Optical Flow Accelerator (OFA) included in Ada Lovelace generation RTX GPUs.