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  2. Speedrunning - Wikipedia

    en.wikipedia.org/wiki/Speedrunning

    Speedrun of a SuperTux level. Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible.Speedrunning often involves following planned routes, which may incorporate sequence breaking and exploit glitches that allow sections to be skipped or completed more quickly than intended.

  3. Tool-assisted speedrun - Wikipedia

    en.wikipedia.org/wiki/Tool-assisted_speedrun

    Creating a tool-assisted speedrun is the process of finding the optimal set of inputs to fulfill a given criterion — usually completing a game as fast as possible. No limits are imposed on the tools used for this search, but the result has to be a set of timed key-presses that, when played back on the actual console, achieves the target ...

  4. TheSpeedGamers - Wikipedia

    en.wikipedia.org/wiki/TheSpeedGamers

    1 The Legend of Zelda Marathon I March 14–17, 2008 72 Hours St. Jude Children's Research Hospital: $1,090.00 [3] 2 The Legend of Zelda Marathon II June 13–16, 2008 72 Hours Giggles Therapy $1,450.75 3 Mario Marathon 2008 July 11–13, 2008 48 Hours None N/A 4 Metroid Marathon 2008 August 15–18, 2008 72 Hours St. Jude Children's Research ...

  5. Otherworldly Munchkin: Let's Speedrun the Dungeon with Only 1 ...

    en.wikipedia.org/wiki/Otherworldly_Munchkin:_Let...

    Otherworldly Munchkin: Let's Speedrun the Dungeon with Only 1 HP! ( 異世界マンチキン ―HP1のままで最強最速ダンジョン攻略― , Isekai Manchikin: HP 1 no Mama de Saikyō Saisoku Danjon Kōryaku ) is a Japanese manga series written by Yū Shimizu and illustrated by Makoto Aogiri.

  6. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.

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