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Tech & performance · 15 entries

Gaming tech terms explained: frame rate, ping, input lag and more

The technical words that appear in settings menus, reviews and complaints about lag, translated into plain English.

Games run on hardware and networks, and when something feels off — a stutter, a delay, an opponent who seems to teleport — the explanation usually involves one of a small set of technical terms. You do not need to be technical to understand them, and knowing them makes settings menus far less intimidating.

How smooth the picture is

Frame rate is how many images a game draws each second, measured in frames per second (fps). Refresh rate is how many times a screen updates each second, measured in hertz. When the two fall out of step you may see screen tearing. Field of view is how much of the game world fits on screen. Ray tracing simulates light realistically at a performance cost, and upscaling draws the game at a lower resolution and enlarges it to save power.

Delay and responsiveness

Input lag is the delay between pressing a button and seeing the result on screen; TVs often reduce it in a game mode. Online, ping measures how long data takes to travel to the server and back, and packet loss means some of that data never arrives.

How online games stay in sync

Netcode is the general term for how a game keeps players in sync. Rollback netcode is a technique, popular in fighting games, that predicts inputs and corrects mistakes quickly. Tick rate is how often a server updates the game state, and a dedicated server is one run by the developer rather than a player’s machine.

Playing across devices

Crossplay lets people on different platforms play together, and cross-progression carries your progress between devices. Both can usually be switched on or off in settings.

Performance problems are rarely caused by one thing. A slow connection, an overloaded console or the wrong TV mode can all feel similar, so checking a few of these settings in turn is usually the quickest fix.

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