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For the cloud gaming experience to be acceptable, the round-trip lag of all elements of the cloud gaming system (the thin client, the Internet and/or LAN connection the game server, the game execution on the game server, the video and audio compression and decompression, and the display of the video on a display device) must be low enough that ...
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.
Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.
S2 Games: 2003-09-09 Linux, OS X (commercial), Windows: Silverback Engine Proprietary license Hybrid FPS/RTS with both ranged and melee combat Savage 2: A Tortured Soul: S2 Games: 2008-01-16 Linux, OS X, Windows (commercial) K2 Engine Proprietary license The sequel to the award-winning game, Savage: The Battle for Newerth. Smokin' Guns
A depiction of 5 display refresh cycles with what may be shown during a micro stuttering case. Each colored section represents one of the GPU's frame buffer and each color change represents a frame buffer swap.
Below is a list of broadcast video formats.. 24p is a progressive scan format and is now widely adopted by those planning on transferring a video signal to film. Film and video makers use 24p even if they are not going to transfer their productions to film, simply because of the on-screen "look" of the (low) frame rate, which matches native film.
While all games of this period supported 16-bit color, many were adopting 32-bit color (really 24-bit color with an 8-bit alpha channel) as well. Soon, many benchmark sites began touting 32-bit as a standard. The Unreal Engine, used in a large number of FPS games since its release, was an important milestone at the time. [12]
In the case of filmed material, as 120 is an even multiple of 24, it is possible to present a 24 fps sequence without judder on a well-designed 120 Hz display (i.e., so-called 5-5 pulldown). If the 120 Hz rate is produced by frame-doubling a 60 fps 3:2 pulldown signal, the uneven motion could still be visible (i.e., so-called 6-4 pulldown).