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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.
FPS 1. An abbreviation for first-person shooter. 2. An abbreviation for frames per second. See frame rate. frag To kill or achieve a kill in a game against a player or non-player opponent. [66] See also gib. frame rate A measure of the rendering speed of a video game's graphics, typically in frames per second (FPS). frame-perfect
A depiction of 5 display refresh cycles with what may be shown during a micro stuttering case. Each colored section represents one of the GPU's frame buffer and each color change represents a frame buffer swap.
The term APM originates from StarCraft, and was popularised after the development of a large number of community tools, particularly BWChart, allowing observers of game matches to view player resources and "actions per minute", which was used as a metric in determining a player's skill.
In the case of filmed material, as 120 is an even multiple of 24, it is possible to present a 24 fps sequence without judder on a well-designed 120 Hz display (i.e., so-called 5-5 pulldown). If the 120 Hz rate is produced by frame-doubling a 60 fps 3:2 pulldown signal, the uneven motion could still be visible (i.e., so-called 6-4 pulldown).
In computing, performance per watt is a measure of the energy efficiency of a particular computer architecture or computer hardware.Literally, it measures the rate of computation that can be delivered by a computer for every watt of power consumed.
A rudimentary video editing software for this purpose is usually pre-installed. The video can optionally be played back at normal (real-time) speed, acting as usual video. Development. The earliest smartphone known to feature a slow motion mode is the 2009 Samsung i8000 Omnia II, which can record at QVGA (320×240) at 120 fps (frames per second).