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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    During an online match, games must receive and process players' input within a certain time for each frame (equal to 16. 66 ms per frame at 60 FPS), and if a remote player's input of a particular frame (for example, of frame number 10) arrives when another one is already running (for example, in frame number 20, 166. 66 ms later ...

  3. Lag (video games) - Wikipedia

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

    Ping time, or simply ping, is the main meassure of connection lag. Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms).

  4. 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.

  5. Client/Server Runtime Subsystem - Wikipedia

    en.wikipedia.org/wiki/Client/Server_Runtime...

    The Client/Server Runtime Subsystem, or csrss.exe, is a component of the Windows NT family of operating systems that provides the user mode side of the Win32 subsystem.In modern versions of Windows, it is primarily involved with process and thread management, console window handling, side-by-side assembly loading and the shutdown process.

  6. List of Microsoft Windows components - Wikipedia

    en.wikipedia.org/wiki/List_of_Microsoft_Windows...

    Client implementation of the Remote Desktop Protocol; allows a user to securely connect to a computer running Terminal Services (Remote Desktop on Windows XP and Server 2003) and interact with a full desktop environment on that machine, including support for remoting of printers, audio, and drives.

  7. Game server - Wikipedia

    en.wikipedia.org/wiki/Game_server

    A game server (also sometimes referred to as a host) is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain their own accurate version of the game world for display to players. They also receive and process each ...

  8. Game client - Wikipedia

    en.wikipedia.org/wiki/Game_client

    Online gaming started in the early seventies. At that time Dial-up bulletin boards provided players with a way of playing games over the internet. In the 1990s, new technologies enabled gaming sites to pop up all over the internet. [3] The client-server system provided online gaming a way to function on a large scale.

  9. Response time (technology) - Wikipedia

    en.wikipedia.org/wiki/Response_time_(technology)

    With basic queueing theory math [1] you can calculate how the average wait time increases as the device providing the service goes from 0-100% busy. As the device becomes busier, the average wait time increases in a non-linear fashion. The busier the device is, the more dramatic the response time increases will seem as you approach 100% busy ...