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  2. Nvidia ShadowPlay - Wikipedia

    en.wikipedia.org/wiki/Nvidia_ShadowPlay

    Nvidia ShadowPlay is a hardware-accelerated screen recording utility available as part of Nvidia's GeForce Experience and Nvidia App softwares for GeForce GPUs. Launched in 2013, it can be configured to record a continuous buffer, allowing the user to save the video retroactively. [1] [2] ShadowPlay is supported for any Nvidia GTX 600 series ...

  3. Comparison of screencasting software - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_screen...

    This page provides a comparison of notable screencasting software, used to record activities on the computer screen. This software is commonly used for desktop recording, gameplay recording and video editing.

  4. Nvidia Optimus - Wikipedia

    en.wikipedia.org/wiki/Nvidia_Optimus

    Nvidia Optimus is a computer GPU switching technology created by Nvidia which, depending on the resource load generated by client software applications, will seamlessly switch between two graphics adapters within a computer system in order to provide either maximum performance or minimum power draw from the system's graphics rendering hardware.

  5. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    Screen tearing [1] is a visual artifact in video display where a display device shows information from multiple frames in a single screen draw. [ 2 ] The artifact occurs when the video feed to the device is not synchronized with the display's refresh rate.

  6. GPU switching - Wikipedia

    en.wikipedia.org/wiki/GPU_switching

    It handles all of a computer's I/O functions, such as receiving the keyboard input and outputting the data onto the screen. The way how it usually works usually has two steps: [3] Take in the user input and pass it down to the Northbridge. (Optional) Receive the rendered data from the Northbridge and output it.

  7. Comparison of video codecs - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_video_codecs

    The quality the codec can achieve is heavily based on the compression format the codec uses. A codec is not a format, and there may be multiple codecs that implement the same compression specification – for example, MPEG-1 codecs typically do not achieve quality/size ratio comparable to codecs that implement the more modern H.264 specification.

  8. Talk:Nvidia ShadowPlay - Wikipedia

    en.wikipedia.org/wiki/Talk:Nvidia_Shadowplay

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  9. JPEG XR - Wikipedia

    en.wikipedia.org/wiki/JPEG_XR

    JPEG XR [4] (JPEG extended range [5]) is an image compression standard for continuous tone photographic images, based on the HD Photo (formerly Windows Media Photo) specifications that Microsoft originally developed and patented. [6]