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  2. Comparison of CRT, LCD, plasma, and OLED displays - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_CRT,_LCD...

    Typically less than 0.01 ms, as low as 2 μs, [10] [14] but limited by phosphor decay time (around 5 ms) Estimates varying from under 0.01 ms to as low as 1 μs. [15] [16] Frame rate (refresh rate) 60–85 fps typically, some CRTs can go even higher (200 fps at reduced resolution [17]); internally, display refreshed at input frame rate speed

  3. Display lag - Wikipedia

    en.wikipedia.org/wiki/Display_lag

    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.

  4. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    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.

  5. Lag (video games) - Wikipedia

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

    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 ...

  6. History of video games - Wikipedia

    en.wikipedia.org/wiki/History_of_video_games

    This eliminated the need for a costly console or dedicated gaming computer for players. Early services like OnLive and Gaikai showed that cloud gaming was possible but was very much tied to the player's latency, as a slow network could easily stall the game's performance. [207] [208]

  7. ATI Technologies - Wikipedia

    en.wikipedia.org/wiki/ATI_Technologies

    Innovatively the chip has 3 MB of embedded 1T-SRAM for use as ultra-fast low-latency (6.2 ns) texture and framebuffer/Z-buffer storage allowing 10.4 GB/second bandwidth (extremely fast for the time). [24] Flipper was designed by members of the Nintendo 64 Reality Coprocessor team who moved from SGI.