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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 infer "bad netcodes" when they experience lag or when their inputs are dropped.
This design also allows chip makers to build a modular line-up, where the top-end GPUs are essentially using the same logic as the low-end products. [1] [2] The terminology for ROPs can vary between manufacturers. For instance, while NVIDIA refers to them as ROPs, AMD uses the term "Render Backend" (RB). [3]
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with ...
A process with two threads of execution, running on one processor Program vs. Process vs. Thread Scheduling, Preemption, Context Switching. In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by a scheduler, which is typically a part of the operating system. [1]
A 3 GHz model of the Intel Pentium 4 processor that incorporates Hyper-Threading Technology [7]. Hyper-Threading Technology is a form of simultaneous multithreading technology introduced by Intel, while the concept behind the technology has been patented by Sun Microsystems.
Parallel rendering (or distributed rendering) is the application of parallel programming to the computational domain of computer graphics. Rendering graphics can require massive computational resources for complex scenes that arise in scientific visualization , medical visualization , CAD applications, and virtual reality .
Multithreading may refer to: Multithreading (computer architecture), in computer hardware; Multithreading (software), in computer software
Processor affinity can effectively reduce cache problems, but it does not reduce the persistent load-balancing problem. [2] Also note that processor affinity becomes more complicated in systems with non-uniform architectures. For example, a system with two dual-core hyper-threaded CPUs presents a challenge to a scheduling algorithm.