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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.
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 computer mouse with the most common features: two buttons (left and right) and a scroll wheel (which can also function as a button when pressed inwards) A typical wireless computer mouse. A computer mouse (plural mice, also mouses) [nb 1] is a hand-held pointing device that detects two-dimensional motion relative to a surface
In computer graphics programming, hit-testing (hit detection, picking, or pick correlation [1]) is the process of determining whether a user-controlled cursor (such as a mouse cursor or touch-point on a touch-screen interface) intersects a given graphical object (such as a shape, line, or curve) drawn on the screen.
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Display lag is not to be confused with pixel response time, which is the amount of time it takes for a pixel to change from one brightness value to another. Currently the majority of manufacturers quote the pixel response time, but neglect to report display lag. [citation needed]
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Two-alternative forced choice (2AFC) is a method for measuring the sensitivity of a person or animal to some particular sensory input, stimulus, through that observer's pattern of choices and response times to two versions of the sensory input. For example, to determine a person's sensitivity to dim light, the observer would be presented with a ...