When.com Web Search

Search results

  1. Results From The WOW.Com Content Network
  2. GGPO - Wikipedia

    en.wikipedia.org/wiki/GGPO

    GGPO (Good Game Peace Out) is middleware designed to help create a near-lagless online experience for various emulated arcade games and fighting games. The program was created by Tony Cannon, co-founder of fighting game community site Shoryuken and the popular Evolution Championship Series.

  3. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the loss, corruption or jitter of the game.

  4. Konami Code - Wikipedia

    en.wikipedia.org/wiki/Konami_Code

    The Konami Code. The Konami Code (Japanese: コナミコマンド, Konami Komando, "Konami command"), also commonly referred to as the Contra Code and sometimes the 30 Lives Code, is a cheat code that appears in many Konami video games, [1] as well as some non-Konami games.

  5. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    The latency of the players' network (which is largely out of a game's control) is not the only factor in question, but also the latency inherent in the way the game simulations are run. There are several lag compensation methods used to disguise or cope with latency (especially with high latency values).

  6. Nagle's algorithm - Wikipedia

    en.wikipedia.org/wiki/Nagle's_algorithm

    Applications that expect real-time responses and low latency can react poorly with Nagle's algorithm. Applications such as networked multiplayer video games or the movement of the mouse in a remotely controlled operating system, expect that actions are sent immediately, while the algorithm purposefully delays transmission, increasing bandwidth ...

  7. Memory timings - Wikipedia

    en.wikipedia.org/wiki/Memory_timings

    The fourth (t RAS) is often omitted, or a fifth, the Command rate, sometimes added (normally 2T or 1T, also written 2N, 1N or CR2). These parameters (as part of a larger whole) specify the clock latency of certain specific commands issued to a random access memory. Lower numbers imply a shorter wait between commands (as determined in clock ...

  8. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/Latency_(engineering)

    Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.

  9. 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.