PC Master Race
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PC Master Race
The PC Master Race (abbreviated PCMR), sometimes referred to by its original phrasing as the Glorious PC Gaming Master Race, is an internet meme, subculture and a tongue-in-cheek term used within video game culture to describe the alleged grandiosity and god complex associated with PC gamers when comparing themselves to console gamers. In current parlance, the term is commonly used by computer enthusiasts both to proudly proclaim themselves as an elitist gamer group, as well as a humorous self-parody of their own firm belief in the technical supremacy of personal computers as a video gaming platform over video game consoles such as PlayStation and Xbox, often citing gaming PC features like high-end graphics, faster frame rates, more precise gameplay control (especially with first-person shooters), free online play, wider variety of downloadable games, backward compatibility, better modifiability, upgradability and customization, lower cost-over-time, open standards, multitas ...
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Glorious PC Gaming Master Race
Glorious may refer to: Music * Glorious (music group), a French Christian rock and worship band Albums * ''Glorious'' (Arty album) or the title song, 2015 * ''Glorious'' (Bonfire album), 2015 * ''Glorious'' (Foxes album) or the title song (see below), 2014 * ''Glorious'' (Gloria Gaynor album), 1977 *'' Glorious: The Singles 97–07'', by Natalie Imbruglia, or the title song (see below), 2007 * ''Glorious'' (EP), by Ella Henderson, or the title song (see below), 2019 Songs * "Glorious" (Andreas Johnson song), 1999 * "Glorious" (Cascada song), 2013 * "Glorious" (Foxes song), 2014 * "Glorious" (Ella Henderson song), 2019 * "Glorious" (Macklemore song), 2017 * "Glorious" (Måns Zelmerlöw song), 2016 * "Glorious" (Natalie Imbruglia song), 2007 * "Glorious" (The Pierces song), 2011 * "Glorious", by Adorable from ''Against Perfection'', 1993 * "Glorious", by David Archuleta, theme song from the documentary film ''Meet the Mormons'', 2014; originally by Stephanie Mabey, 2012 ...
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Video Game Console
A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can be played with a game controller. These may be home video game console, home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld game console, handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles. Video game consoles are a specialized form of a home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads ...
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Open Standard
An open standard is a standard that is openly accessible and usable by anyone. It is also a prerequisite to use open license, non-discrimination and extensibility. Typically, anybody can participate in the development. There is no single definition, and interpretations vary with usage. The terms ''open'' and ''standard'' have a wide range of meanings associated with their usage. There are a number of definitions of open standards which emphasize different aspects of openness, including the openness of the resulting specification, the openness of the drafting process, and the ownership of rights in the standard. The term "standard" is sometimes restricted to technologies approved by formalized committees that are open to participation by all interested parties and operate on a consensus basis. The definitions of the term ''open standard'' used by academics, the European Union, and some of its member governments or parliaments such as Denmark, France, and Spain preclude open standard ...
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Personalization
Personalization (broadly known as customization) consists of tailoring a service or a product to accommodate specific individuals, sometimes tied to groups or segments of individuals. A wide variety of organizations use personalization to improve customer satisfaction, digital sales conversion, marketing results, branding, and improved website metrics as well as for advertising. Personalization is a key element in social media and recommender systems. Personalization is affecting every sector of society -- work, leisure, and citizenship. History of Personalization The idea of personalization is rooted in ancient rhetoric as part of the practice of an agent or communicator being responsive to the needs of the audience. When industrialization led to the rise of mass communication, the practice of message personalization diminished for a time. But the significant increase in the number of mass media outlets that use advertising as a primary revenue stream, and as they sought to at ...
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Upgrade
Upgrading is the process of replacing a product with a newer version of the same product. In computing and consumer electronics an upgrade is generally a replacement of hardware, software or firmware with a newer or better version, in order to bring the system up to date or to improve its characteristics. Computing and consumer electronics Examples of common hardware upgrades include installing additional memory (RAM), adding larger hard disks, replacing microprocessor cards or graphics cards, and installing new versions of software. Many other upgrades are possible as well. Common software upgrades include changing the version of an operating system, of an office suite, of an anti-virus program, or of various other tools. Common firmware upgrades include the updating of the iPod control menus, the Xbox 360 dashboard, or the non-volatile flash memory that contains the embedded operating system for a consumer electronics device. Users can often download software and firmware u ...
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Mod (video Games)
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding. Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, and can be both fun for players playing the mods and as means of self-expression for mod developers. People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. In cases where mods are very popular, players might have to clarify that they are r ...
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Backward Compatibility
Backward compatibility (sometimes known as backwards compatibility) is a property of an operating system, product, or technology that allows for interoperability with an older legacy system, or with input designed for such a system, especially in telecommunications and computing. Modifying a system in a way that does not allow backward compatibility is sometimes called " breaking" backward compatibility. A complementary concept is forward compatibility. A design that is forward-compatible usually has a roadmap for compatibility with future standards and products. A related term from programming jargon is hysterical reasons or hysterical raisins (near-homophones for "historical reasons"), as the purpose of some software features may be solely to support older hardware or software versions. Usage In hardware A simple example of both backward and forward compatibility is the introduction of FM radio in stereo. FM radio was initially mono, with only one audio channel represented ...
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Online Play
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop Free-to-play, freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special Game server, servers in order to function. The design of online games can range from simple text-based environments to the ...
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First-person Shooter
First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the player character in a three-dimensional space. The genre shares common traits with other shooter games, and in turn falls under the action game genre. Since the genre's inception, advanced 3D and pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral. The first-person shooter genre has been traced back to ''Wolfenstein 3D'' (1992), which has been credited with creating the genre's basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity, was ''Doom'' (1993), often considered the most influential game in this genre; for some years, the term ''Doom'' clone was used to designate this genre due to ''Doom''s i ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Frame Rate
Frame rate (expressed in or FPS) is the frequency (rate) at which consecutive images (frames) are captured or displayed. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate may also be called the , and be expressed in hertz. Frame rate in electronic camera specifications may refer to the maximal possible rate, where, in practice, other settings (such as exposure time) may reduce the frequency to a lower number. Human vision The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is known ...
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Video Game Graphics
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics. Examples include MUDs (''multi-user dungeons''), where players could read or view depictions of rooms, objects, other players, and actions performed in the virtual world; and roguelikes, a subgenre of role-playing video games featuring many monsters, items, and environmental effects, as well as an emphasis on randomization, replayability and permanent death. Some of the earliest text games were developed for computer systems which had no video display at all. Text games are typically easier to write and require less proce ...
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