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  2. Display lag - Wikipedia

    en.wikipedia.org/wiki/Display_lag

    If the game's controller produces additional feedback (rumble, the Wii Remote's speaker, etc.), then the display lag will cause this feedback to not accurately match up with the visuals on-screen, possibly causing extra disorientation (e.g. feeling the controller rumble a split second before a crash into a wall). TV viewers can be affected as well.

  3. Glitch - Wikipedia

    en.wikipedia.org/wiki/Glitch

    The start-up screen of the Virtual Boy is affected by a visual glitch. Glitches in video games may include graphical and sound errors, collision detection problems, game crashes, and other issues. Quality assurance (QA) testers are commonly employed throughout the development process to find and report glitches to the programmers to be fixed ...

  4. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    During video motion, screen tearing creates a torn look as the edges of objects (such as a wall or a tree) fail to line up. Tearing can occur with most common display technologies and video cards and is most noticeable in horizontally-moving visuals, such as in slow camera pans in a movie or classic side-scrolling video games.

  5. Audio-to-video synchronization - Wikipedia

    en.wikipedia.org/wiki/Audio-to-video_synchronization

    A video camera with built-in microphones or line-in may not delay sound and video paths by the same amount. Solid-state video cameras (e.g. charge-coupled device (CCD) and CMOS image sensors) can delay the video signal by one or more frames. Audio and video signal processing circuitry exists with significant (and potentially non-constant ...

  6. Micro stuttering - Wikipedia

    en.wikipedia.org/wiki/Micro_stuttering

    Micro stuttering is a quality defect that manifests as irregular delays between frames rendered by a graphics processing unit (GPU). It causes the instantaneous frame rate of the longest delay to be significantly lower than the frame rate reported by benchmarking applications such as 3DMark , which usually calculate the average frame rate over ...

  7. Error correction code - Wikipedia

    en.wikipedia.org/wiki/Error_correction_code

    The original information may or may not appear literally in the encoded output; codes that include the unmodified input in the output are systematic, while those that do not are non-systematic. A simplistic example of ECC is to transmit each data bit three times, which is known as a (3,1) repetition code .

  8. Error message - Wikipedia

    en.wikipedia.org/wiki/Error_message

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  9. Standard streams - Wikipedia

    en.wikipedia.org/wiki/Standard_streams

    Standard input is a stream from which a program reads its input data. The program requests data transfers by use of the read operation. Not all programs require stream input. For example, the dir and ls programs (which display file names contained in a directory) may take command-line arguments, but perform their operations without any stream ...