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  2. PA-8000 - Wikipedia

    en.wikipedia.org/wiki/PA-8000

    The PA-8000 is a four-way superscalar microprocessor that executes instructions out-of-order and speculatively. [1] [4] These features were not found in previous PA-RISC implementations, making the PA-8000 the first PA-RISC CPU to break the tradition of using simple microarchitectures and high-clock rate implementation to attain performance.

  3. Round-trip delay - Wikipedia

    en.wikipedia.org/wiki/Round-trip_delay

    RTT is a measure of the amount of time taken for an entire message to be sent to a destination and for a reply to be sent back to the sender. The time to send the message to the destination in its entirety is known as the network latency, and thus RTT is twice the latency in the network plus a processing delay at the destination. The other ...

  4. JPEG XS - Wikipedia

    en.wikipedia.org/wiki/JPEG_XS

    Visually transparent compression: XS compressed content is indistinguishable from the original uncompressed content (passing ISO/IEC 29170-2 tests) for compression ratios between 2:1 and 10:1. Low latency: The total end-to-end latency, introduced by the JPEG XS compression-decompression cycle, is minimal. Depending on the configuration, XS ...

  5. Memory timings - Wikipedia

    en.wikipedia.org/wiki/Memory_timings

    With this 1 ns clock, a CAS latency of 7 gives an absolute CAS latency of 7 ns. Faster DDR3-2666 memory (with a 1333 MHz clock, or 0.75 ns exactly; the 1333 is rounded) may have a larger CAS latency of 9, but at a clock frequency of 1333 MHz the amount of time to wait 9 clock cycles is only 6.75 ns.

  6. Average memory access time - Wikipedia

    en.wikipedia.org/wiki/Average_memory_access_time

    AMAT's three parameters hit time (or hit latency), miss rate, and miss penalty provide a quick analysis of memory systems. Hit latency (H) is the time to hit in the cache. Miss rate (MR) is the frequency of cache misses, while average miss penalty (AMP) is the cost of a cache miss in terms of time. Concretely it can be defined as follows.

  7. 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.

  8. Bandwidth-delay product - Wikipedia

    en.wikipedia.org/wiki/Bandwidth-delay_product

    In data communications, the bandwidth-delay product is the product of a data link's capacity (in bits per second) and its round-trip delay time (in seconds). [1] The result, an amount of data measured in bits (or bytes), is equivalent to the maximum amount of data on the network circuit at any given time, i.e., data that has been transmitted but not yet acknowledged.

  9. Display lag - Wikipedia

    en.wikipedia.org/wiki/Display_lag

    Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between 10-68 ms have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.