Linked by Thom Holwerda on Mon 10th Sep 2007 20:24 UTC, submitted by hechacker1
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Member since:
2006-01-17
3D games are really low-latency realtime case: you need to deliver a frame between two vblanks, which is a problem over the network (network latency, en/decoding, buffering frames, etc.), especially if you spend time on en/decoding (also many codecs have frame difference stuff which may require more frames present to encode).
Edited 2007-09-11 08:48