Search results
Results from the WOW.Com Content Network
Based on Ace of Spades 0.75 Point Blank: Zepetto, NCSOFT: 2008-03 Windows: N/A Proprietary license Free FPS created by Zepetto in 2009. Close Beta version. Red Eclipse: Quinton Reeves, Lee Salzman 2011-03-15 2024-05-28 (2.0.9-9) Linux, BSD, OS X, Windows: Cube 2 Engine / Tesseract zlib License
Heaven and other benchmarks by UNIGINE Company are often used by hardware reviewers to compare performance of GPUs [1] [2] [3] and by overclockers for online and offline competitions in GPU overclocking [4] [5]. Running Heaven (or another benchmark by UNIGINE Company) produces a performance score: the higher the numbers, the better the ...
[2] On Windows Vista and Windows 7, the desktop can be captured if Windows Aero is enabled. Windows 8 game capture works, but not desktop capture as of version 3.5.99. [3] Fraps records video at high resolution if the computer is sufficiently powerful. The maximum supported resolution is 7680×4800. [4] Fraps uses a proprietary codec.
This is an index of notable commercial first-person shooter video games, sorted alphabetically by title. The developer, platform, and release date are provided where available.
The Finals (stylized THE FINALS) is a free-to-play first-person shooter, developed and published by Nexon subsidiary Embark Studios. [3] [4] The game focuses on team-based matches on maps with a destructible environment, where players are encouraged to use the dynamic environment to their advantage.
Tom Clancy's Ghost Recon Advanced Warfighter (2006, PC version only), Tom Clancy's Ghost Recon Advanced Warfighter 2 (2007, PC version only), Payday: The Heist (2011), Payday 2 (2013), Raid: World War II (2017) Zero Star Wars: The Clone Wars: 2002 Star Wars: Battlefront (2004), Star Wars: Battlefront II (2005) Unreal Engine 2.5: Tribes ...
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.
First versions were closed-source, although some effort was made to open some of its components. [2] Versions 1 and 2 were fully developed in-house and were fully adopted by MaxSelect and its multiple branches. These versions concentrated on server-based enterprise testing and were optimized mostly for notebook hardware. [3]