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  2. Buffer underrun - Wikipedia

    en.wikipedia.org/wiki/Buffer_underrun

    The simplest guard against such problems is to increase the size of the buffer—if an incoming data stream needs to be read at 1 bit per second, a buffer of 10 bits would allow the connection to be blocked for up to 10 seconds before failing, whereas one of 60 bits would allow a blockage of up to a minute. However, this requires more memory to ...

  3. Bufferbloat - Wikipedia

    en.wikipedia.org/wiki/Bufferbloat

    A bloated buffer has an effect only when this buffer is actually used. In other words, oversized buffers have a damaging effect only when the link they buffer becomes a bottleneck. The size of the buffer serving a bottleneck can be measured using the ping utility provided by most operating systems. First, the other host should be pinged ...

  4. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    Super Smash Bros. and F-Zero X are two N64 games that minimized Z buffering to increase framerates. Several Factor 5 games also minimized or omitted Z buffering. On the N64 Z Buffering can consume up to 4x as much bandwidth as opposed to not using Z buffering. [3] Mechwarrior 2 on PC supported resolutions up to 800x600 [4] on the original 4 MB ...

  5. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    The apparent advantage of deferred lighting is a dramatic reduction in the size of the G-Buffer. The obvious cost is the need to render the scene geometry twice instead of once. An additional cost is that the deferred pass in deferred lighting must output diffuse and specular irradiance separately, whereas the deferred pass in deferred shading ...

  6. VGA text mode - Wikipedia

    en.wikipedia.org/wiki/VGA_text_mode

    The VGA text buffer is located at physical memory address 0xB8000. [14] Since this address is usually used by 16-bit x86 processes operating in real-mode, it is also the first half of memory segment 0xB800. The text buffer data can be read and written, and bitwise operations can be applied. A part of text buffer memory above the scope of the ...

  7. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    One of the key disadvantages of real-time shadow mapping is that the size and depth of the shadow map determine the quality of the final shadows. This is usually visible as aliasing or shadow continuity glitches. A simple way to overcome this limitation is to increase the shadow map size, but due to memory, computational or hardware constraints ...

  8. Data buffer - Wikipedia

    en.wikipedia.org/wiki/Data_buffer

    In computer science, a data buffer (or just buffer) is a region of memory used to store data temporarily while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers); however, a buffer may be used when data is moved between processes ...

  9. Framebuffer - Wikipedia

    en.wikipedia.org/wiki/Framebuffer

    The primary buffer becomes the secondary buffer, and the secondary buffer becomes the primary. This switch is often done after the vertical blanking interval to avoid screen tearing where half the old frame and half the new frame is shown together. Page flipping has become a standard technique used by PC game programmers.