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  2. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    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).

  3. FreeSync - Wikipedia

    en.wikipedia.org/wiki/FreeSync

    FreeSync is an adaptive synchronization technology that allows LCD and OLED displays to support a variable refresh rate aimed at avoiding tearing and reducing stuttering caused by misalignment between the screen's refresh rate and the content's frame rate.

  4. Adaptive tile refresh - Wikipedia

    en.wikipedia.org/wiki/Adaptive_tile_refresh

    Adaptive tile refresh is a computer graphics technique for side-scrolling video games. It was most famously used by id Software 's John Carmack in games such as Commander Keen to compensate for the poor graphics performance of PCs in the early 1990s.

  5. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    Alternatively, the software can instead stay just ahead of the active refresh point. Depending on how far ahead one chooses to stay, that method may demand code that copies or renders the display at a fixed, constant speed. Too much latency causes the monitor to overtake the software on occasion, leading to rendering artifacts, tearing, etc.

  6. Stellaris (video game) - Wikipedia

    en.wikipedia.org/wiki/Stellaris_(video_game)

    Stellaris received "generally favorable" reviews, according to review aggregator Metacritic. [48] A number of reviews emphasized the game's approachable interface and design, along with a highly immersive and almost RPG-like early game heavily influenced by the player's species design decisions, and also the novelty of the end-game crisis events.

  7. GPUOpen - Wikipedia

    en.wikipedia.org/wiki/GPUOpen

    Nicolas Thibieroz, AMD's Senior Manager of Worldwide Gaming Engineering, argues that "it can be difficult for developers to leverage their R&D investment on both consoles and PC because of the disparity between the two platforms" and that "proprietary libraries or tools chains with "black box" APIs prevent developers from accessing the code for maintenance, porting or optimizations purposes". [7]

  8. Paradox Development Studio - Wikipedia

    en.wikipedia.org/wiki/Paradox_Development_Studio

    In 2007, the studio debuted a new game engine, called Clausewitz Engine in Europa Universalis III. [10] Named after the Prussian general Carl von Clausewitz, the new engine is written in the C++ programming language and provides a 3D view of part or the totality of the world map, depending on the played game.

  9. Variable refresh rate - Wikipedia

    en.wikipedia.org/wiki/Variable_refresh_rate

    On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown . Conversely, if ...