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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
Roblox is an online game platform and game creation system built around user-generated content and games, [1] [2] officially referred to as "experiences". [3] Games can be created by any user through the platform's game engine, Roblox Studio, [4] and then shared to and played by other players. [1]
Frame time is related to frame rate, but it measures the time between frames. A game could maintain an average of 60 frames per second but appear choppy because of a poor frame time. Game reviews sometimes average the worst 1% of frame rates, reported as the 99th percentile, to measure how choppy the game appears.
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 ().
SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.
Variable frame rate (or VFR) is a term in video compression for a feature supported by some container formats which allows for the frame rate to change actively during video playback, or to drop the idea of frame rate completely and set an individual timecode for each frame.
In June 2007, YouTube added an option to watch videos in 3GP format on mobile phones. [32] In March 2008, a high-quality mode was added, which increased the resolution to 480×360 pixels. [33] In December 2008, 720p HD support was added. At the time of the 720p launch, the YouTube player was changed from a 4:3 aspect ratio to a widescreen 16:9 ...
These two papers laid the framework for creating HDR light probes of a location, and then using this probe to light a rendered scene. HDRI and HDRL (high-dynamic-range image-based lighting ) have, ever since, been used in many situations in 3D scenes in which inserting a 3D object into a real environment requires the light probe data to provide ...