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2007
2007
-[A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience](https://dl.acm.org/doi/abs/10.1145/3339825.3391855)
2008
2008
-[Timelines: simplifying the programming of lag compensation for the next generation of networked games](https://link.springer.com/article/10.1007/s00530-012-0271-3)
2009
2009
-[Lag Compensation for First-Person ShooterGames in Cloud Gaming](https://core.ac.uk/download/pdf/159768685.pdf)
-[The effect of latency on user performance in Real-Time Strategy games](https://www.researchgate.net/publication/222028118_The_effect_of_latency_on_user_performance_in_Real-Time_Strategy_games)
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2012
-[Lag Compensation for First-Person Shooter Games in Cloud Gaming](https://www.researchgate.net/publication/325353977_Lag_Compensation_for_First-Person_Shooter_Games_in_Cloud_Gaming)
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2013
-[Fast-Paced Multiplayer (Part IV): Lag Compensation](https://www.gabrielgambetta.com/lag-compensation.html)
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-[Dead Reckoning: Latency Hiding for Networked Games](https://www.gamedeveloper.com/programming/dead-reckoning-latency-hiding-for-networked-games)
-[Arm Mobile Studio](https://www.arm.com/products/development-tools/graphics/arm-mobile-studio) - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU.
*[IlluminationComparison](https://github.com/EKnapik/IlluminationComparison) A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)
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*[dirtchamber](https://github.com/thefranke/dirtchamber) A mixed reality testing environment for real-time global illumination algorithms
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*[NatRender](https://github.com/unitycoder/NatRender) NatRender is a lightweight graphics utility library for Unity Engine.
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