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This software is commonly used for desktop recording, gameplay recording and video editing. Screencasting software is typically limited to streaming and recording desktop activity alone, in contrast with a software vision mixer, which has the capacity to mix and switch the output between various input streams.
Network Device Interface (NDI) is a software specification developed by the technology company NewTek.It enables high-definition video to be transmitted, received, and communicated over a computer network with low latency and high quality.
The program reduces the frame rate of the video if the computer its running on is too slow. The program can pause and resume recording by pressing a hotkey. The program also shows statistics about the computer's performance during recording. [5] Users can select options for the screen capture such as "follow the cursor" and "record the cursor."
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.
The DisplayLink VGC software is based on proprietary adaptive graphics technology. The VGC software runs on a Windows, macOS, or Linux host PC and takes information from the graphics adapter, compresses the changes to the display from the last update, and sends it over any standard network including USB, Wireless USB, Ethernet, and Wi-Fi.
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.
All of the factors above, coupled with user requirements and user perceptions, play a role in determining the perceived 'fastness' or utility, of a network connection. The relationship between throughput, latency, and user experience is most aptly understood in the context of a shared network medium, and as a scheduling problem.
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.