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  2. Timekeeping in games - Wikipedia

    en.wikipedia.org/wiki/Timekeeping_in_games

    Some games that are generally real-time use turn-based play during specific sequences. For example, the role-playing video games Fallout (1997), Silent Storm (2003) [22] and Baldur's Gate 3 (2023) are turn-based during the combat phase and real-time throughout the remainder of the game. This speeds up portions of the game where the careful ...

  3. Year 2038 problem - Wikipedia

    en.wikipedia.org/wiki/Year_2038_problem

    Starting with Visual C++ 2005, the CRT uses a 64-bit time_t unless the _USE_32BIT_TIME_T preprocessor macro is defined. [36] However, the Windows API itself is unaffected by the year 2038 bug, as Windows internally tracks time as the number of 100-nanosecond intervals since 1 January 1601 in a 64-bit signed integer, which will not overflow ...

  4. Delta timing - Wikipedia

    en.wikipedia.org/wiki/Delta_timing

    Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...

  5. Time perception - Wikipedia

    en.wikipedia.org/wiki/Time_perception

    The Kappa effect or perceptual time dilation [55] is a form of temporal illusion verifiable by experiment. [56] The temporal duration between a sequence of consecutive stimuli is thought to be relatively longer or shorter than its actual elapsed time, due to the spatial/auditory/tactile separation between each consecutive stimuli.

  6. CPU time - Wikipedia

    en.wikipedia.org/wiki/CPU_time

    In contrast, elapsed real time (or simply real time, or wall-clock time) is the time taken from the start of a computer program until the end as measured by an ordinary clock. Elapsed real time includes User time, System time, plus time that the process was not running for any reason, such as when its execution was preempted.

  7. Lag (video games) - Wikipedia

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

    Ping time is an average time measured in milliseconds (ms). [ citation needed ] The lower one's ping is, the lower the latency is and the less lag the player will experience. High ping and low ping are commonly used terms in online gaming, where high ping refers to a ping that causes a severe amount of lag; while any level of ping may cause lag ...

  8. Elapsed real time - Wikipedia

    en.wikipedia.org/wiki/Elapsed_real_time

    In computing, elapsed real time, real time, wall-clock time, wall time, or walltime is the actual time taken from the start of a computer program to the end. In other words, it is the difference between the time at which a task finishes and the time at which the task started.

  9. Orders of magnitude (time) - Wikipedia

    en.wikipedia.org/wiki/Orders_of_magnitude_(time)

    1 ns: The time light takes to travel 30 cm (11.811 in) 10 −6: microsecond: μs One millionth of one second 1 μs: The time needed to execute one machine cycle by an Intel 80186 microprocessor 2.2 μs: The lifetime of a muon 4–16 μs: The time needed to execute one machine cycle by a 1960s minicomputer: 10 −3: millisecond: ms One ...