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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 ...
High Bandwidth Memory (HBM) is a computer memory interface for 3D-stacked synchronous dynamic random-access memory (SDRAM) initially from Samsung, AMD and SK Hynix.It is used in conjunction with high-performance graphics accelerators, network devices, high-performance datacenter AI ASICs, as on-package cache in CPUs [1] and on-package RAM in upcoming CPUs, and FPGAs and in some supercomputers ...
Most older games were not created to take advantage of the Internet and the low latency, high bandwidth Internet connections available to computer gamers today. Furthermore, old games may use outdated network protocols to create multiplayer connections, such as IPX protocol, instead of Internet Protocol .
Graphics Double Data Rate 7 Synchronous Dynamic Random-Access Memory (GDDR7 SDRAM) is a type of synchronous graphics random-access memory (SGRAM) specified by the JEDEC Semiconductor Memory Standard, with a high bandwidth, "double data rate" interface, designed for use in graphics cards, game consoles, and high-performance computing.
InfiniBand (IB) is a computer networking communications standard used in high-performance computing that features very high throughput and very low latency.It is used for data interconnect both among and within computers.
Others expected that InfiniBand will keep offering a higher bandwidth and lower latency than what is possible over Ethernet. [17] The technical differences between the RoCE and InfiniBand protocols are: Link Level Flow Control: InfiniBand uses a credit-based algorithm to guarantee lossless HCA-to-HCA communication. RoCE runs on top of Ethernet.
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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).