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  2. Response time (technology) - Wikipedia

    en.wikipedia.org/wiki/Response_time_(technology)

    Most modern monitors that are marketed for gaming have a response time of 1ms, although it is not uncommon to see <1ms response time in high end monitors, and >1ms response time on less expensive monitors or monitors that have a higher resolution. [5]

  3. Gaming computer - Wikipedia

    en.wikipedia.org/wiki/Gaming_computer

    A gaming computer, also known as a gaming PC, is a specialized personal computer designed for playing PC games at high standards. They typically differ from mainstream personal computers by using high-performance graphics cards , a high core-count CPU with higher raw performance and higher-performance RAM .

  4. Millisecond - Wikipedia

    en.wikipedia.org/wiki/Millisecond

    A millisecond (from milli-and second; symbol: ms) is a unit of time in the International System of Units equal to one thousandth (0.001 or 10 −3 or 1 / 1000) of a second [1] [2] or 1000 microseconds.

  5. Microsecond - Wikipedia

    en.wikipedia.org/wiki/Microsecond

    A microsecond is a unit of time in the International System of Units (SI) equal to one millionth (0.000001 or 10 −6 or 1 ⁄ 1,000,000) of a second.Its symbol is μs, sometimes simplified to us when Unicode is not available.

  6. Hard disk drive performance characteristics - Wikipedia

    en.wikipedia.org/wiki/Hard_disk_drive...

    The first HDD [11] had an average seek time of about 600 ms. [12] and by the middle 1970s, HDDs were available with seek times of about 25 ms. [13]Some early PC drives used a stepper motor to move the heads, and as a result had seek times as slow as 80–120 ms, but this was quickly improved by voice coil type actuation in the 1980s, reducing seek times to around 20 ms.

  7. Bandwidth-delay product - Wikipedia

    en.wikipedia.org/wiki/Bandwidth-delay_product

    In data communications, the bandwidth-delay product is the product of a data link's capacity (in bits per second) and its round-trip delay time (in seconds). [1] The result, an amount of data measured in bits (or bytes), is equivalent to the maximum amount of data on the network circuit at any given time, i.e., data that has been transmitted but not yet acknowledged.