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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 ...
A Minecraft server is a player-owned or business-owned multiplayer game server for the 2011 Mojang Studios video game Minecraft. In this context, the term "server" often refers to a network of connected servers, rather than a single machine. [ 1 ]
Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.. Players often blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.
Cache hierarchy, or multi-level cache, is a memory architecture that uses a hierarchy of memory stores based on varying access speeds to cache data.Highly requested data is cached in high-speed access memory stores, allowing swifter access by central processing unit (CPU) cores.
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.
Low-level formatting software from 1987 to find highest performance interleave choice for 10 MB IBM PC XT hard disk drive Sector interleave is a mostly obsolete device characteristic related to data rate, dating back to when computers were too slow to be able to read large continuous streams of data.
Allow the JVM to use both the client and server JIT compilers in the same session with a method called tiered compiling: [35] The client would be used at startup (because it is good at startup and for small applications), The server would be used for long-term running of the application (because it outperforms the client compiler for this).
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...