Suppose a game developer wants to achieve a 60 Hz frames per second in their new first person perspective 3D post-apocalyptic RPG game, Just Deserts - Mistakes Were Made. Why would the developer want the combined total duration of input, update, and rendering frame steps to take less than 1/60th of a second on average? Leave time for the user to visually process what they are seeing Allow for GPU to clear the frame buffer Provide headroom for varying scene complexity Leave time for roundtrip network communication All of the above

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
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Suppose a game developer wants to achieve a 60 Hz frames per second in
their new first person perspective 3D post-apocalyptic RPG game, Just
Deserts - Mistakes Were Made. Why would the developer want the
combined total duration of input, update, and rendering frame steps to take
less than 1/60th of a second on average?
Leave time for the user to visually process what they are seeing
Allow for GPU to clear the frame buffer
Provide headroom for varying scene complexity
Leave time for roundtrip network communication
All of the above
Transcribed Image Text:Suppose a game developer wants to achieve a 60 Hz frames per second in their new first person perspective 3D post-apocalyptic RPG game, Just Deserts - Mistakes Were Made. Why would the developer want the combined total duration of input, update, and rendering frame steps to take less than 1/60th of a second on average? Leave time for the user to visually process what they are seeing Allow for GPU to clear the frame buffer Provide headroom for varying scene complexity Leave time for roundtrip network communication All of the above
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