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Vertical synchronization or Vsync can refer to: Analog television#Vertical synchronization, a process in which a pulse signal separates analog video fields; Screen tearing#Vertical synchronization, a process in which digital graphics rendering syncs to match up with a display's refresh rate; Vsync (library), a software library written in C# for ...
Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.Players often infer "bad netcodes" when they experience lag or when their inputs are dropped.
Alternatively, the software can instead stay just ahead of the active refresh point. Depending on how far ahead one chooses to stay, that method may demand code that copies or renders the display at a fixed, constant speed. Too much latency causes the monitor to overtake the software on occasion, leading to rendering artifacts, tearing, etc.
Sets 1, 2 and 3 represent the operation of single, double and triple buffering, respectively, with vertical synchronization (vsync) enabled. In each graph, time flows from left to right. In each graph, time flows from left to right.
The snake-in-the-box problem was first described by Kautz (1958), motivated by the theory of error-correcting codes. The vertices of a solution to the snake or coil in the box problems can be used as a Gray code that can detect single-bit errors. Such codes have applications in electrical engineering, coding theory, and computer network topologies.
Presentation time stamps (PTS) are embedded in MPEG transport streams to precisely signal when each audio and video segment is to be presented and avoid AV-sync errors. . However, these timestamps are often added after the video undergoes frame synchronization, format conversion and preprocessing, and thus the lip sync errors created by these operations will not be corrected by the addition ...
At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3 , it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource ...
In computer programming, a naming convention is a set of rules for choosing the character sequence to be used for identifiers which denote variables, types, functions, and other entities in source code and documentation.