游戏在快速的硬件下不会有问题,但就像第一个解决方案,你浪费了太多的时钟周期,这本来能提供更高的帧速率。
The game will have no problems on fast hardware, but like the first solution, you are wasting so many precious clock cycles that can be used for a higher framerate.
第一帧中的每个具有一个或多个第一激活时间周期。
Each of the first frames has one or more first active time periods.
采用TAS跟踪方式时,反应时间主要取决于目标个数和速度,与搜索帧周期关系不大。
The reaction time of TAS mainly depends on the number and velocity of target, and is little effected by the frame period of searching.
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