Search results
Results from the WOW.Com Content Network
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 ...
The extra input lag can also make it very difficult to play certain single player games. For example, if an enemy takes a swing at the player and the player is expected to block, then by the time the player's screen shows that the enemy has commenced attacking, the enemy would have already struck and killed the player on the server.
This wired controller from Turtle Beach holds your phone in place while you game away on Xbox Game Pass. Its ergonomic grips have a pattern that keeps your hands cool and still offers vibration ...
GGPO (Good Game Peace Out) is middleware designed to help create a near-lagless online experience for various emulated arcade games and fighting games. The program was created by Tony Cannon, co-founder of fighting game community site Shoryuken and the popular Evolution Championship Series .
Lighter Side. Medicare. new
Display lag is most noticeable in games (especially older video-game consoles), with different games affecting the perception of delay. For instance, in World of Warcraft 's PvE , a slight input delay is not as critical compared to PvP , or to other games favoring quick reflexes like Counter-Strike .
Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections. The technique attempts to make the player's input feel more instantaneous while governing the player's actions on a remote server .
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.