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FreeSync is an adaptive synchronization technology that allows LCD and OLED displays to support a variable refresh rate aimed at avoiding tearing and reducing stuttering caused by misalignment between the screen's refresh rate and the content's frame rate.
Free-to-play "social shooter" on Facebook, MySpace and Apple's Dashboard Widgets. Unreal Tournament: Epic Games: Cancelled 2015-03-09 Linux, OS X, Windows: Unreal Engine 4: Proprietary license Crowdsourced and free first-person shooter. Unvanquished [1] Unvanquished Development 2012-02-29 2021-06-21 (Alpha 0.52.1) Linux, OS X, Windows: modified ...
First-person shooter: Free to Play based on a video game cartoon series 2D Xonotic: Free Software community: December 23, 2010: Windows, OS X, Linux: First-person shooter: Free to Play Fast-paced open-source FPS. 3D Zero-K: Free Software community: October 1, 2010: Windows, OS X, Linux: Real-time strategy: Free to Play similar gameplay to Total ...
Nvidia and AMD video adapters provide an 'Adaptive Vsync' option, which will turn on vertical synchronization only when the frame rate of the software exceeds the display's refresh rate, disabling it otherwise. That eliminates the stutter that occurs as the rendering engine frame rate drops below the display's refresh rate. [4]
Alien Swarm, a free top down shooter from Valve used to test the Source 2010 beta. America's Army is the official United States Army game. Anchorhead, a horror interactive fiction game. ADOM, a roguelike game (technically postcardware) by Thomas Biskup. Assault Cube, a Counter-Strike-like first person shooter with low system requirements.
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This is an index of notable commercial first-person shooter video games, sorted alphabetically by title. The developer, platform, and release date are provided where available. The developer, platform, and release date are provided where available.
On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown ().