Ping is the time it takes to send and return data between a computer and a server, measured in milliseconds (ms). Latency is an aspect of this process, referring to the time it takes to send information in one direction. A good ping rate should be as low as possible, while high ping...
Smart home devicesalso require more bandwidth and it only takes a few — like a smart thermostat, a smart speaker and a smart lock — to start having an impact on the speed of your home network. This is why you shouldn't forget to factor these devices in when determining how many conne...
Losing a multiplayer match because your computer suddenly froze for 50 milliseconds can be bitter. The good news is that you can prevent this mishap in the vast majority of cases. In this post we focus on the software-related problems and solutions that are most common for modern gamers. The...
This advantage is merely marginal at best. There are milliseconds involved. They might not always reach the highest theoretical frame rate on consoles and computers. Variable Refresh Rate, or VRR, is a feature that may only output a portion of the maximum frame rate if there is a lot happeni...
andAnyMirois indeed an excellent choice. AnyMiro is a free and user-friendly screen mirroring software that supports mirroring Android and iOS devices to your computer via Wi-Fi or USB cable. AnyMiro offers a highly stable connection, and it responds in less than 10 milliseconds. AnyMiro exce...
can reach an astonishing 540Hz refresh rate. If your PC is powerful enough to render a game at a high frame rate and your monitor has a high refresh rate to match, you’ll enjoy super-smooth animation. In a fast-paced game of milliseconds like Counter-Strike 2, that often means that ...
is updated every 16.6 milliseconds (= 60 frames per second), triggered by our Colyseus server. Physics world on the client: does not manipulate game objects directly; receives updated state for each game object from Colyseus; applies changes in position, velocity and angle after receiving updated...
(as opposed to the 4.1 milliseconds of a traditional 240Hz display, or 8.3 milliseconds of a 120hz display). So while the system is still only capable of showing 120 frames per second (on the G14) or 240 frames per second (on the G16), you’re able to see those f...
Not much time is spent in each worker. Barely a few milliseconds. Most of the time is spent rendering the particles to the screen on the main thread. If you notice, almost no garbage is created since memory is allocated once at the start and nothing is created in the sim loop. ...
Precise timing: Instead of relying upon web browser setTimeout() timer accuracy (presumed to be around 1ms), this option will request an early call back by the specified number of milliseconds, and then spin-wait for the exact time. Using this option requires a fast CPU/GPU setup to work...