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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    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 blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.

  3. Polling (computer science) - Wikipedia

    en.wikipedia.org/wiki/Polling_(computer_science)

    A polling cycle is the time in which each element is monitored once. The optimal polling cycle will vary according to several factors, including the desired speed of response and the overhead (e.g., processor time and bandwidth) of the polling. In roll call polling, the polling device or process queries each element on a list in a fixed ...

  4. Measuring network throughput - Wikipedia

    en.wikipedia.org/wiki/Measuring_network_throughput

    In actuality, a 64 kilobyte file is 64 × 1,024 × 8 bits in size and the 64 k circuit will transmit bits at a rate of 64 × 1,000 bit/s, so the amount of time taken to transmit a 64 kilobyte file over the 64 k circuit will be at least (64 × 1,024 × 8)/(64 × 1,000) seconds, which works out to be 8.192 seconds.

  5. Lag (video games) - Wikipedia

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

    For the cloud gaming experience to be acceptable, the round-trip lag of all elements of the cloud gaming system (the thin client, the Internet and/or LAN connection the game server, the game execution on the game server, the video and audio compression and decompression, and the display of the video on a display device) must be low enough that ...

  6. List of interface bit rates - Wikipedia

    en.wikipedia.org/wiki/List_of_interface_bit_rates

    Device interfaces where one bus transfers data via another will be limited to the throughput of the slowest interface, at best. For instance, SATA revision 3.0 ( 6 Gbit/s ) controllers on one PCI Express 2.0 ( 5 Gbit/s ) channel will be limited to the 5 Gbit/s rate and have to employ more channels to get around this problem.

  7. Clock rate - Wikipedia

    en.wikipedia.org/wiki/Clock_rate

    The clock rate of the first generation of computers was measured in hertz or kilohertz (kHz), the first personal computers from the 1970s through the 1980s had clock rates measured in megahertz (MHz). In the 21st century the speed of modern CPUs is commonly advertised in gigahertz (GHz).

  8. Asynchronous I/O - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_I/O

    Because the desired transfer speeds were faster even than could tolerate the minimum four-operation per-datum loop (bit-test, conditional-branch-to-self, fetch, and store), the hardware would often be built with automatic wait state generation on the I/O device, pushing the data ready poll out of software and onto the processor's fetch or store ...

  9. Tool-assisted speedrun - Wikipedia

    en.wikipedia.org/wiki/Tool-assisted_speedrun

    One of the best-known cases is Billy Mitchell, whose Donkey Kong and Pac-Man Guinness records were revoked in 2018, because he used the emulator MAME. [ 2 ] In 2018, the world record for Dragster by Todd Rogers was removed from Twin Galaxies and Guinness records after an experiment showed that his 5.51 second time was impossible to achieve even ...