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  2. Riot Vanguard - Wikipedia

    en.wikipedia.org/wiki/Riot_Vanguard

    Riot Vanguard is a kernel-level anti-cheat developed by Riot Games. Vanguard initially released as the anti-cheat used for Valorant on April 7th, 2020. [1] Originally designed for Windows only alongside Valorant, the console edition of Valorant released in June 2024 has an anti-cheat under the same name, however this anti-cheat functions very differently.

  3. McAfee Multi Access Member Benefit FAQs - AOL Help

    help.aol.com/articles/mcafee-multi-access-member...

    Do you ever think about all the viruses, malware and spyware programs floating around the internet and how easy it is for them to find their way onto your computer? McAfee Multi Access is designed to protect devices from viruses, spyware, hackers and identity thieves through award-winning technology that automatically runs scans and updates so ...

  4. McAfee: Disable or enable virus protection - AOL Help

    help.aol.com/articles/mcafee-disable-or-enable...

    If you must stop virus protection, ensure that you are not connected to the Internet. Note: Non-members or those on the Free AOL plan can subscribe to McAfee Internet Security Suite – Special Edition from AOL for a substantially discounted annual fee. The instructions given below are for the older version of McAfee. Disable virus protection

  5. 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.

  6. 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.

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