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  2. LiquidSky - Wikipedia

    en.wikipedia.org/wiki/LiquidSky

    The company was founded in 2014 by Ian McLoughlin and Scott Johnston as LiquidSky Software Inc. Prior to founding LiquidSky, McLoughlin had expressed displeasure of how existing cloud gaming solutions handled latency and input lag, particularly OnLive. Ian stated that his goal when founding LiquidSky was to offer a service with minimal latency ...

  3. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    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.

  4. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Input-lag is the lag produced by the input device, such as a mouse, keyboard or other controller, and its connection. Wireless devices are particularly affected by this kind of lag. [ 6 ] The refresh rate is a type or part of input-lag that is the rate of a display to produce distinct picture, measured in Hz (e.g. 60, 240 or 360, that is 16.7 ...

  5. Say Goodbye to Input Lag With These Tried-and-True Xbox ... - AOL

    www.aol.com/lifestyle/goodbye-input-lag-tried...

    Say Goodbye to Input Lag With These Tried-and-True Xbox Controllers. Kevin Cortez, Harry Rabinowitz, Matt Ng. December 13, 2023 at 8:24 AM. The Best Xbox Controllers Trevor Raab

  6. RetroArch - Wikipedia

    en.wikipedia.org/wiki/RetroArch

    In April 2018, an input lag compensation feature called "Run-Ahead" was added. [17] The Libretro Team planned to release RetroArch onto Steam as a free download, integrating Steamworks features into the platform in July 2019. It would have been the first major dedicated emulation title to be released on the platform at the time. [18]

  7. Client-side prediction - Wikipedia

    en.wikipedia.org/wiki/Client-side_prediction

    Client-side prediction reduces latency problems, since there no longer will be a delay between input and client-side visual feedback due to network ping times. However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. [ 1 ]

  8. Frequency compensation - Wikipedia

    en.wikipedia.org/wiki/Frequency_compensation

    More particularly, capacitances within the amplifier's gain stages cause the output signal to lag behind the input signal by up to 90° for each pole they create. [a] If the sum of these phase lags reaches 180°, the output signal will be the negative of the input signal. Feeding back any portion of this output signal to the inverting (negative ...

  9. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/Latency_(engineering)

    Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. [1]