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Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience.
A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. [1] This genre shares multiple common traits with other shooter games, and in turn falls under the action games category.
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.
Fear-potentiated startle (FPS) is a reflexive physiological reaction to a presented stimulus, and is an indicator of the fear reaction in an organism. The FPS response can be elicited in the face of any threatening stimulus (e.g., any object, person or situation that would cause someone to experience feelings of fear), but it can also be elicited by a neutral stimulus as a result of fear ...
Frame rate, most commonly expressed in 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.
Computer-based test interpretation (CBTI) programs are technological tools that have been commonly used to interpret data in psychological assessments since the 1960s. CBTI programs are used for a myriad of psychological tests, like clinical interviews or problem rating, but are most frequently exercised in psychological and neuropsychological ...
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Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.Players often infer "bad netcodes" when they experience lag or when their inputs are dropped.