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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.
The Steam Controller is a discontinued game controller developed by Valve for use with personal computers, running Steam on Windows, macOS, Linux, smartphones or SteamOS.The controller was designed, not only for games developed for controller users, but also for games traditionally played with keyboard and mouse controls, so that they can be played through the controller.
Flick Stick is a video game control scheme designed for gyroscopic game controllers.The Flick Stick control scheme is primarily designed for 3D shooter games with the intent of bringing the perceived advantages of mouse aiming to controllers, while addressing shortcomings of traditional first-person shooter controller schemes.
The severity of lag depends on the type of game and its inherent tolerance for lag. Some games with a slower pace can tolerate significant delays without any need to compensate at all, whereas others with a faster pace are considerably more sensitive and require extensive use of compensation to be playable (such as the first-person shooter genre).
Alaska holds the all-time U.S. record. The mercury plummeted to 80 degrees below zero on Jan. 23, 1971, in Prospect Creek, north of Fairbanks.
The California DMV apologized for a license plate appearing to mock the Oct. 7 attacks on Israel. The car owner's son said it was being misinterpreted.
Donald Trump's announcement of 25% levies on imports from Mexico casts more doubt on Tesla's planned factory south of the border.
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.