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  2. Lag (video games) - Wikipedia

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

    Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the loss, corruption or jitter of the game.

  3. List of performance analysis tools - Wikipedia

    en.wikipedia.org/wiki/List_of_performance...

    Arm MAP, a performance profiler supporting Linux platforms.; AppDynamics, an application performance management solution [buzzword] for C/C++ applications via SDK.; AQtime Pro, a performance profiler and memory allocation debugger that can be integrated into Microsoft Visual Studio, and Embarcadero RAD Studio, or can run as a stand-alone application.

  4. Here's your once-and-for-all solution to a painfully slow ...

    www.aol.com/lifestyle/painfully-slow-computer...

    Improve your daily life with better habits and software that will help speed things up. ... that improves PC performance by identifying and troubleshooting the root causes of your computer ...

  5. Computer performance - Wikipedia

    en.wikipedia.org/wiki/Computer_performance

    In computing, computer performance is the amount of useful work accomplished by a computer system. Outside of specific contexts, computer performance is estimated in terms of accuracy, efficiency and speed of executing computer program instructions. When it comes to high computer performance, one or more of the following factors might be involved:

  6. 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.

  7. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Should the latency between players exceed an established buffer window for the remote player, the game must wait, causing the screens to "freeze". This occurs because a delay-based netcode does not allow the simulation to continue until it receives the inputs from all the players in the frame in question. [ 4 ]