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[8] 3DMark2001 SE is the last version of 3DMark to use the MAX-FX engine. February 12, 2002 Windows 98 Windows 98 SE Windows ME Windows 2000 Windows XP DirectX 8.1: Unsupported 3DMark03: The fourth generation 3DMark. It is the first version that supports Microsoft DirectX 9.0 and introduces several new features. The graphics tests cover a range ...
No: Yes: Yes: No MIT License: Development set id Tech 0: id Software: 1995 Yes: Yes: Yes: No GPL-2.0-or-later: Wolfenstein 3D. Also available from Blake Stone: Planet Strike source release; earlier versions in Hovertank 3D and Catacomb 3-D source releases, and further developed in Rise of the Triad source release id Tech 1: id Software: 1999-10 ...
In 2012, Valve announced Steam for Schools, a free function-limited version of the Steam client for schools. [144] It was part of Valve's initiative to support gamification of learning. It was released alongside free versions of Portal 2 and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate ...
In 2012, Jim Norris from pcadvisor.co.uk praised Fraps for its featureset and usability, by stating: "Video capture is similarly option-generous with hot key functions, capture rates and sound settings that are all easy to understand and set". He also criticized the lack of customer support: "Beepa's customer support seems nonexistent.
Valve Anti-Cheat (VAC) is an anti-cheat tool developed by Valve as a component of the Steam platform, first released with Counter-Strike in 2002.. When the software detects a cheat on a player's system, it will ban them in the future, possibly days or weeks after the original detection. [1]
Game testing, also called quality assurance (QA) testing within the video game industry, is a software testing process for quality control of video games. [1] [2] [3] The primary function of game testing is the discovery and documentation of software defects.
Strafing in video games is a maneuver which involves moving a controlled character or entity sideways relative to the direction it is facing. This may be done for a variety of reasons, depending on the type of game; for example, in a first-person shooter, strafing would allow one to continue tracking and firing at an opponent while moving in another direction.
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.