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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Frame Delay is a unit attribute in the Age of Empires series. It determines the number of frames (which measure time) a unit needs before attacking a newly selected target. So, as with the Rate of Fire, the lower that value is, the faster the unit starts the first attack. As opposed to the Rate of Fire, the Frame Delay only applies that one time when a target is attacked the very first time. As long as that target is attacked, the Rate of Fire applies from the second shot on. The Frame Delay is not shown and cannot be upgraded or influenced in any way within a game.

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  • Frame Delay
  • Frame delay
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  • The Frame Delay is a unit attribute in the Age of Empires series. It determines the number of frames (which measure time) a unit needs before attacking a newly selected target. So, as with the Rate of Fire, the lower that value is, the faster the unit starts the first attack. As opposed to the Rate of Fire, the Frame Delay only applies that one time when a target is attacked the very first time. As long as that target is attacked, the Rate of Fire applies from the second shot on. The Frame Delay is not shown and cannot be upgraded or influenced in any way within a game.
  • Frame delay is the time difference between an input being given and the result being executed in an online game of Smash Bros. In other words, it's how long it takes for an attack to actually begin after the button has been pressed. Frame delay is often confused with lag, though it is in fact closely connected with it. While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.
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dbkwik:ageofempire...iPageUsesTemplate
abstract
  • Frame delay is the time difference between an input being given and the result being executed in an online game of Smash Bros. In other words, it's how long it takes for an attack to actually begin after the button has been pressed. Frame delay is often confused with lag, though it is in fact closely connected with it. * Every frame (60 times a second), the player's system must send what their input currently is, so that the other systems can know what to do. * To attempt to compensate for lag, the input is not acted upon for a few frames; this is the frame delay. * After the number of frames that the frame delay specifies, the input is acted on. If at least one system has not received the input yet, the game must wait until it gets the input, so it lags. While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.
  • The Frame Delay is a unit attribute in the Age of Empires series. It determines the number of frames (which measure time) a unit needs before attacking a newly selected target. So, as with the Rate of Fire, the lower that value is, the faster the unit starts the first attack. As opposed to the Rate of Fire, the Frame Delay only applies that one time when a target is attacked the very first time. As long as that target is attacked, the Rate of Fire applies from the second shot on. Most melee units have a Frame Delay of 0, which means they instantly turn to new targets and attack. Ranged units, however (most notably Cavalry Archers), often have a frame delay. That weakens hit-and-run tactics and helps melee units to stand a chance against ranged opponents. The Frame Delay is not shown and cannot be upgraded or influenced in any way within a game.
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