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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
A partnership with Valve was announced, and said company appears as a partner, alongside Razer and Intel. No word has been said by the game developer but they helped Valve modify Left 4 Dead 2 and other Valve games to be played with the Razer Hydra Motion control, and an official SDK is available for download in Steam's 'Tools' page. [citation ...
TIRViews.dll is a dynamic-link library file distributed with TrackIR software that provides tailored support for a small number of mostly older games, using special interfaces or memory hacks to facilitate view control. [22] Though a violation of the TrackIR software's EULA, [23] it is possible to use it with FreeTrack.
A virtual reality game or VR game is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through a head-mounted display unit or headset with stereoscopic displays and one or more controllers.
Dynamic email gives you the ability to get through your daily email routine even faster, and without ever leaving your inbox. This feature is turned on by default but, can be disabled at any time through the settings. Dynamic emails in AOL Mail can be used to: • Complete tasks. • Shop right from a message. • View travel recommendations.
Audio engineers use dynamic range to describe the ratio of the amplitude of the loudest possible undistorted signal to the noise floor, say of a microphone or loudspeaker. [18] Dynamic range is therefore the signal-to-noise ratio (SNR) for the case where the signal is the loudest possible for the system. For example, if the ceiling of a device ...
Sensitivity is a measure of how effectively an earpiece converts an incoming electrical signal into an audible sound. It thus indicates how loud the headphones are for a given electrical drive level. It can be measured in decibels of sound pressure level per milli watt (dB (SPL)/mW) or decibels of sound pressure level per volt (dB (SPL) / V ...
The crest factor, which is the difference between the signal's peak and its average power, [31] is on occasions considered as a basis for the measure of micro-dynamics, for instance in the TT Dynamic Range Meter plug-in. [32] Finally, R 128 LRA has been repeatedly considered as a measure of macro-dynamics or dynamics in the musical sense.