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  2. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    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.

  3. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Unlike a local game where the inputs of all players are executed instantly in the same simulation or instance of the game, in an online game there are several parallel simulations (one for each player) where the inputs from their respective players are received instantly, while the inputs for the same frame from other players arrive with a certain delay (greater or lesser depending on the ...

  4. Say Goodbye to Input Lag With These Tried-and-True Xbox ... - AOL

    www.aol.com/goodbye-input-lag-tried-true...

    Recon Controller Wired Xbox Controller Connect any 3.5mm headset and a wealth of sound options are at your fingertips, including superhuman hearing, mic monitoring, and specialized audio presets.

  5. List of game engines - Wikipedia

    en.wikipedia.org/wiki/List_of_game_engines

    The software is free to download and use, however, it works closely with Amazon services. Anvil: C++, C#: 2009 ... Unreal series, Fortnite, Gears of War, Valorant:

  6. Flick Stick - Wikipedia

    en.wikipedia.org/wiki/Flick_Stick

    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.

  7. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Input-lag is the lag produced by the input device, such as a mouse, keyboard or other controller, and its connection. Wireless devices are particularly affected by this kind of lag. [ 6 ] The refresh rate is a type or part of input-lag that is the rate of a display to produce distinct picture, measured in Hz (e.g. 60, 240 or 360, that is 16.7 ...

  8. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Kill_screen

    Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...

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