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  2. Micro stuttering - Wikipedia

    en.wikipedia.org/wiki/Micro_stuttering

    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. Assuming a 60 Hz refresh rate, a benchmark tool may report this as 144 frames per second.

  3. Troubleshooting AOL Desktop Gold

    help.aol.com/articles/aol-desktop-troubleshooting

    There can be many reasons why your browser crashes. However, most of these issues can be fixed with a simple and quick solution. Before trying the solution below, please report this issue by using the Report a Bug section that can be accessed by clicking the Help menu at the top.

  4. Lag (video games) - Wikipedia

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

    Lag is mostly meassured in milliseconds (ms) and may be displayed in-game (sometimes called a lagometer). [1] The most common causes of lag are expressed as ping time (or simply ping) and the frame rate (fps). Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability.

  5. Display lag - Wikipedia

    en.wikipedia.org/wiki/Display_lag

    This lag time has been measured as high as 68 ms, [1] or the equivalent of 3-4 frames on a 60 Hz display. Display lag is not to be confused with pixel response time, which is the amount of time it takes for a pixel to change from one brightness value to another. Currently the majority of manufacturers quote the pixel response time, but neglect ...

  6. How to reduce lag while livestreaming video - AOL

    www.aol.com/reduce-lag-while-livestreaming-video...

    Whether it's a buffering video or a stuttering internet video game, we all know the bane of online existence that is lag.You especially know how annoying lag is if you livestream.If you broadcast ...

  7. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    That can be caused by non-matching refresh rates, and the tear line then moves as the phase difference changes (with speed proportional to the difference of frame rates). It can also occur simply from a lack of synchronization between two equal frame rates, and the tear line is then at a fixed location that corresponds to the phase difference.

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