كمونية (اتصالات) (Arabic Wikipedia)

Analysis of information sources in references of the Wikipedia article "كمونية (اتصالات)" in Arabic language version.

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allthingsd.com

video.allthingsd.com

boostelo.net

columbia.edu

tv.seas.columbia.edu

docs.google.com

gdcvault.com

nvidia.com

  • "How to Get Rid of Lag | GeForce". www.geforce.com (بالإنجليزية). Archived from the original on 2018-09-13. Retrieved 2018-09-13.

onlive.com

blog.onlive.com

reddit.com

  • Kertz، Alan (11 ديسمبر 2011). "Re: We need someone to create a guide for the new Network Interpolation Setting slider". مؤرشف من الأصل في 2017-03-14. اطلع عليه بتاريخ 2013-11-04. BF3's hit model uses a combined client server model, a Hybrid Hit Detection. The client says to the server "Hey, I shot him!" and the server does a check against the position of the two targets and determines if the player could reasonably have hit that target and then applies the damage.

toronto.edu

eecg.toronto.edu

tripwireinteractive.com

forums.tripwireinteractive.com

valvesoftware.com

developer.valvesoftware.com

web.archive.org

  • "How to Get Rid of Lag | GeForce". www.geforce.com (بالإنجليزية). Archived from the original on 2018-09-13. Retrieved 2018-09-13.
  • Cronin، Eric؛ Filstrup، Burton؛ Anthony، Kurc. "A Distributed Multiplayer Game Server System" (PDF). University of Michigan. مؤرشف من الأصل (PDF) في 2016-08-04. اطلع عليه بتاريخ 2014-07-16.
  • "The Process of Invention: OnLive Video Game Service". The FU Foundation School of Engineering & Applied Science (Columbia University). مؤرشف من الأصل في 2012-12-20. اطلع عليه بتاريخ 2010-01-23.
  • Smith، Joshua. "Distributed Game Architecture To Overcome System Latency" (PDF). United States Patent. مؤرشف من الأصل (PDF) في 2017-10-28. اطلع عليه بتاريخ 2014-07-16.
  • Claypool، Mark؛ Claypool، Kajal. "Latency Can Kill: Precision and Deadline in Online Games". مؤرشف من الأصل في 2019-12-13. اطلع عليه بتاريخ 2014-07-16.
  • Roelofs، Gregory. "Compensating For Network Latency In A Multi-Player Game" (PDF). United States Patent. مؤرشف من الأصل (PDF) في 2016-04-28. اطلع عليه بتاريخ 2014-07-16.
  • Bernier، Yahn (2001). "Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization". فالف. مؤرشف من الأصل في 2019-06-30. اطلع عليه بتاريخ 2011-09-17.
  • Kertz، Alan (11 ديسمبر 2011). "Re: We need someone to create a guide for the new Network Interpolation Setting slider". مؤرشف من الأصل في 2017-03-14. اطلع عليه بتاريخ 2013-11-04. BF3's hit model uses a combined client server model, a Hybrid Hit Detection. The client says to the server "Hey, I shot him!" and the server does a check against the position of the two targets and determines if the player could reasonably have hit that target and then applies the damage.
  • Gibson، John (5 ديسمبر 2010). "Re: Will HoS present the netcode disadvantages of UE3?". تريبواير إنتراكتيف. مؤرشف من الأصل في 2016-03-10. اطلع عليه بتاريخ 2011-09-18.
  • Aldridge، David (2011). "I Shot You First: Networking the Gameplay of HALO: REACH". Game Developers Conference 2011. GDC Vault. مؤرشف من الأصل في 2019-05-19.
  • "D8 Video:OnLive demoed on iPad, PC, Mac, Console, iPhone". Wall Street Journal. 9 أغسطس 2010. مؤرشف من الأصل في 2011-02-12. اطلع عليه بتاريخ 2010-08-19.
  • "Beta Testing at the Speed of Light". OnLive. 21 يناير 2010. مؤرشف من الأصل في 2012-12-16. اطلع عليه بتاريخ 2010-01-23.