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  2. 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 ...

  3. Chore chart - Wikipedia

    en.wikipedia.org/wiki/Chore_chart

    Chore charts are also called reward charts, behavior charts, chore calendars, chore lists or task lists. A chore chart is a listing used to track and organize the house work. The chart can be physical or virtual and is often a means used by parents to post chores expected of their children. Different homes have different ways of organizing and ...

  4. What is Roblox and why won't my kids stop talking about ... - AOL

    www.aol.com/lifestyle/roblox-why-wont-kids-stop...

    Whether your kid is asking if they can "buy more Robux" or begging you to check out their avatar's latest outfit, there's one thing most parents of kids who play Roblox have in common: We don't ...

  5. Frame rate - Wikipedia

    en.wikipedia.org/wiki/Frame_rate

    Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.

  6. Roblox boosts developer payouts in new plan to ... - AOL

    www.aol.com/finance/kids-love-roblox-3d-worlds...

    The majority of the content that Roblox’s 80 million users interact with today is free, and Roblox, which went public in 2021, has yet to turn a profit. ... Not just a place for young kids ...

  7. First-person shooter - Wikipedia

    en.wikipedia.org/wiki/First-Person_Shooter

    A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. [1]

  8. Refresh rate - Wikipedia

    en.wikipedia.org/wiki/Refresh_rate

    In the case of filmed material, as 120 is an even multiple of 24, it is possible to present a 24 fps sequence without judder on a well-designed 120 Hz display (i.e., so-called 5-5 pulldown). If the 120 Hz rate is produced by frame-doubling a 60 fps 3:2 pulldown signal, the uneven motion could still be visible (i.e., so-called 6-4 pulldown).

  9. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    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.