Real time

real time data

This allows for news broadcasts, sound clips, and other streaming audio and video data to be played live from the Internet. Real-time also describes the way streaming media is processed. Real time computing, or reactive computing, is a concept that describes any computing system that must respond to changes in the environment according to definite time constraints, usually on the order of milliseconds.

In real time synonym

Thanks to real-time processing, people can access information without having to wait for it. Think of a fast-paced multiplayer game. As graphics cards get increasingly faster, they are capable of rendering some 3D animations in real-time that previously would need to be pre-rendered. While video games often require real-time rendering, not all graphics are rendered in real-time. For humans, the acceptable time constraint based on average reaction time is between 50ms — ms. This allows for news broadcasts, sound clips, and other streaming audio and video data to be played live from the Internet. If your Internet connection suddenly spikes and causes the game to lag, the game becomes non-real time and as a result it temporarily fails its purpose as a form of real time computing. While some computer systems may be capable of rendering more frames per second than other systems, the graphics are still being processed in real-time. To say something takes place in real-time is the same as saying it is happening "live" or "on-the-fly. Peer-to-peer technologies like WebRTC aim to provide real time capabilities to all kinds of applications, but because of the inherent latency incurred over a distributed network like the Internet, special care must still be taken in terms of architectural planning, software design, and message delivery.

For example, some complex 3D models and animations created for movies are not rendered in real-time, but instead are pre-rendered on a computer system so they can be played back in real-time.

For humans, the acceptable time constraint based on average reaction time is between 50ms — ms.

real time system

A rule of thumb is that failing to meet those time constraints would render the system useless or ineffectual, even if the code is logically sound. As graphics cards get increasingly faster, they are capable of rendering some 3D animations in real-time that previously would need to be pre-rendered.

If your Internet connection suddenly spikes and causes the game to lag, the game becomes non-real time and as a result it temporarily fails its purpose as a form of real time computing. The same goes for video chat, where users expect little to no delay in the two-way transmission of video, else it becomes difficult to converse.

Think of a fast-paced multiplayer game. To say something takes place in real-time is the same as saying it is happening "live" or "on-the-fly.

Real time

As graphics cards get increasingly faster, they are capable of rendering some 3D animations in real-time that previously would need to be pre-rendered. Real time computing, or reactive computing, is a concept that describes any computing system that must respond to changes in the environment according to definite time constraints, usually on the order of milliseconds. This is an important benefit since these days, anything that takes longer than 5 seconds seems like a long time. For humans, the acceptable time constraint based on average reaction time is between 50ms — ms. To say something takes place in real-time is the same as saying it is happening "live" or "on-the-fly. For example, some complex 3D models and animations created for movies are not rendered in real-time, but instead are pre-rendered on a computer system so they can be played back in real-time. This means the graphics are updated so quickly, there is no noticeable delay experienced by the user. If your Internet connection suddenly spikes and causes the game to lag, the game becomes non-real time and as a result it temporarily fails its purpose as a form of real time computing. While some computer systems may be capable of rendering more frames per second than other systems, the graphics are still being processed in real-time. Real-time also describes the way streaming media is processed. The same goes for video chat, where users expect little to no delay in the two-way transmission of video, else it becomes difficult to converse. Instead of waiting for a file to completely download, the information is played back as it is downloaded. While video games often require real-time rendering, not all graphics are rendered in real-time. Think of a fast-paced multiplayer game.

While some computer systems may be capable of rendering more frames per second than other systems, the graphics are still being processed in real-time. This is an important benefit since these days, anything that takes longer than 5 seconds seems like a long time.

Instead of waiting for a file to completely download, the information is played back as it is downloaded.

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