Source: https://shadowfrag.com/glossary/

# Glossary

Plain explanations of SHADOWFRAG’s movement, match rules, netcode and performance measurements.

Search for a term or browse a subject. Game definitions describe the current development build; dated blog posts and archived measurements retain their own test conditions.

145 terms

## A

### Acknowledgement

Networking

A receipt saying specified data was accepted. A transport receipt for a packet does not prove that the game assembled and decoded a complete scene.

**Read definition**

Also covers: acknowledgements, acknowledgment, acknowledgments, ACK, ACKs, delivery receipt, delivery receipts, decoded-scene receipt, decoded-scene receipts.

An acknowledgement lets the sender stop recovering an item the receiver has accepted. At the game level, receipts identify complete scenes, action results or projectile records. Gap maps preserve which items are still missing rather than treating every earlier item as received.

QUIC also has transport acknowledgements. Those concern packet delivery and loss detection; the application may still lack a fragment needed to decode a scene. Keeping these layers distinct prevents an incomplete update from becoming the next trusted baseline.

Related terms:[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)[Roster baseline](https://shadowfrag.com/glossary/#term-roster-baseline)[QUIC](https://shadowfrag.com/glossary/#term-quic)[Receipt journal](https://shadowfrag.com/glossary/#term-receipt-journal)

[Link to this term](https://shadowfrag.com/glossary/#term-acknowledgement)

### Action identity

Networking

The identifiers that make a repeated message remain the same action. They stop recovery traffic from firing another shot, applying damage twice or replaying the same confirmation.

**Read definition**

Also covers: action identities, duplicate suppression, deduplication.

An action is identified within its session, player occupant, life, input schedule and sequence. Retrying the record keeps that identity. Delivery receipts have their own identity because one action can produce several contacts.

This lets the game recover missing results without turning duplicates into new outcomes. It also prevents an old queued action from borrowing the identity of a later life or a new person using the same player slot. A visually similar effect is not proof that two records are the same action.

Related terms:[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)[Input epoch](https://shadowfrag.com/glossary/#term-input-epoch)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)

[Link to this term](https://shadowfrag.com/glossary/#term-action-identity)

### Air step

Movement & combat

A fresh jump press while airborne that gives you another push and can change your landing. A shadow warp restores its availability.

**Read definition**

Also covers: air steps, air-step, air-steps, double-jump, double-jumps, double jump, double jumps.

The air step is SHADOWFRAG’s second jump. Press Jump again while airborne to extend or redirect a route; simply continuing to hold the first jump is different from a fresh press.

A shadow warp restores the air step, making chains such as leap, air step, warp and another air step possible. The visible flip explains the action, while the gameplay collision hull keeps its ordinary orientation. An air step follows the movement rules and momentum limits; it is not unlimited flight.

Related terms:[Directional leap](https://shadowfrag.com/glossary/#term-directional-leap)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Skyway](https://shadowfrag.com/glossary/#term-skyway)

[Link to this term](https://shadowfrag.com/glossary/#term-air-step)

### Application payload

Networking

The encoded game messages being carried: inputs, scenes, results and other records. Payload totals exclude the additional transport and network envelopes needed to send them.

**Read definition**

Also covers: payload, application bytes, game payload, payload bytes, application traffic.

Application payload counts bytes belonging to SHADOWFRAG’s encoded records at the measurement’s stated boundary. Repeated records can still count as payload even when their information is a retry rather than a new action.

The receiver’s IP traffic also includes QUIC framing, authentication, acknowledgements and network headers. A 33% payload reduction is therefore not automatically a 33% reduction in wire traffic, CPU work or latency. Local models, sounds and particle geometry are drawn from installed assets rather than streamed as full visual state.

Related terms:[Wire bytes](https://shadowfrag.com/glossary/#term-wire-bytes)[Transport overhead](https://shadowfrag.com/glossary/#term-transport-overhead)[Compact encoding](https://shadowfrag.com/glossary/#term-compact-encoding)[Data-rate units](https://shadowfrag.com/glossary/#term-data-rate-units)

[Link to this term](https://shadowfrag.com/glossary/#term-application-payload)

### Arithmetic mean

Performance & graphics

The sum of measured values divided by their count. It describes an average, but can hide a smaller group of slow results. What was averaged matters as much as the number.

**Read definition**

Also covers: mean frame time, mean completed-frame time, mean time alive.

For samples of 2, 2 and 8 ms, the arithmetic mean is 4 ms. The slower sample affects the mean, while the value alone does not show the distribution or its tail.

A mean completed-frame time describes the fixture’s frames. Precision Dojo’s mean time alive describes eliminated practice ninjas’ lifetimes, including time spent aiming elsewhere; it is not your reaction time. Neither should be compared with a different metric merely because both are averages.

Related terms:[Median](https://shadowfrag.com/glossary/#term-median)[p99](https://shadowfrag.com/glossary/#term-p99)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)

[Link to this term](https://shadowfrag.com/glossary/#term-mean)

### Armor

Movement & combat

An additional protection layer removed before a shield by ordinary damage. It cannot stack, and collecting it does not restore a broken shield.

**Read definition**

Also covers: armour.

With both layers intact, ordinary damage follows **armor, then shield, then kill** across separate hits. Armor gives one extra layer; it does not create a second shield or a health bar.

Armor availability follows the match’s pickup rules, and Shogun has no armor pickups. Shadow arrival kills bypass armor and shields. A cosmetic chest plate or model change does not independently grant protection: the server’s equipment state determines the layer.

Related terms:[Shield](https://shadowfrag.com/glossary/#term-shield)[Instagib](https://shadowfrag.com/glossary/#term-instagib)[Shadow frag](https://shadowfrag.com/glossary/#term-shadow-frag)[Loadout](https://shadowfrag.com/glossary/#term-loadout)

[Link to this term](https://shadowfrag.com/glossary/#term-armor)

### Audio callback

Tools & testing

The time-sensitive code that supplies the next audio samples. SHADOWFRAG keeps file loading, decoding and replacement-bank validation outside it so those jobs do not interrupt sound delivery.

**Read definition**

Also covers: audio callbacks, native mixer, audio mixer.

An audio device needs a continuing stream of samples. The callback mixes already prepared voices into the next output segment under the device’s timing constraints.

SHADOWFRAG’s callback performs no file I/O, decoding, allocation, network access or sound generation. A worker prepares and validates bank replacements; the running game adopts them using its existing audio synchronization. Playing sounds retain their sample data while later triggers can use the replacement. Keeping that work separate supports consistent playback without claiming that every possible device or listening setup is already qualified.

Related terms:[PCM audio](https://shadowfrag.com/glossary/#term-pcm-audio)[Audio cue](https://shadowfrag.com/glossary/#term-audio-cue)[Sound Studio](https://shadowfrag.com/glossary/#term-sound-studio)[Audio mixing](https://shadowfrag.com/glossary/#term-audio-mixing)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-audio-callback)

### Audio cue

Tools & testing

A named game trigger such as bow release, shield break or tutorial speech. A sound bank maps cues to prepared clips, and one cue can have several recorded takes.

**Read definition**

Also covers: audio cues, sound cue, sound cues, active cue, active cues, sound bank, audio bank.

The game triggers a cue when an eligible event occurs, then selects its prepared recording. Multiple takes give repeated actions variation without making every clip a different gameplay rule.

The current installed bank has 185 edited clips across 106 active cues. Reserved design slots are not active triggers. Rail readiness cues follow the owner’s real cooldown, while hit sounds confirm accepted contacts. The native mixer plays prepared samples; it does not call a sound-generation service during a match.

Related terms:[Sound Studio](https://shadowfrag.com/glossary/#term-sound-studio)[Cooldown](https://shadowfrag.com/glossary/#term-cooldown)[PCM audio](https://shadowfrag.com/glossary/#term-pcm-audio)[Audio callback](https://shadowfrag.com/glossary/#term-audio-callback)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)

[Link to this term](https://shadowfrag.com/glossary/#term-audio-cue)

### Audio mixing

Tools & testing

Combining and balancing playing sounds. Ducking lowers other sounds during speech; a crossfade overlaps a fade-out and fade-in to smooth a transition.

**Read definition**

Also covers: ducking, crossfade, crossfades, crossfading, distance attenuation, panning.

Mixing determines how prepared voices combine. Panning places sound across the output channels; distance attenuation reduces a spatial sound with distance. Ducking temporarily lowers selected sounds so another remains understandable, while crossfading blends between old and new audio.

In SHADOWFRAG, tutorial speech gently lowers effects and ambience while private hit confirmations remain clear. Environment changes and replacement ambience crossfade. Much filtering and level preparation is baked into the clips offline, and the native callback retains its bounded playback work rather than loading or decoding new files.

Related terms:[Audio callback](https://shadowfrag.com/glossary/#term-audio-callback)[Audio cue](https://shadowfrag.com/glossary/#term-audio-cue)[Sound Studio](https://shadowfrag.com/glossary/#term-sound-studio)[PCM audio](https://shadowfrag.com/glossary/#term-pcm-audio)

[Link to this term](https://shadowfrag.com/glossary/#term-audio-mixing)

### Authoritative state

Networking

The server’s accepted account of the match: positions, hits, shields, ammunition and objectives. Your client can predict a response, but cannot award itself damage or equipment.

**Read definition**

Also covers: server authoritative, server-authoritative, server authority, server validation.

Authoritative state is the shared result the server has validated under the game rules. A client requests movement or an attack; the server checks identity, timing, equipment, cooldowns and target eligibility before committing the outcome.

Prediction makes a local action respond promptly. It remains a provisional view that can be corrected by the server’s answer. This separation helps keep one consistent fight, but server validation alone is not proof that every form of cheating is impossible. Demos add inspectable evidence with their own limits.

Related terms:[Client prediction](https://shadowfrag.com/glossary/#term-client-prediction)[Reconciliation](https://shadowfrag.com/glossary/#term-reconciliation)[Action identity](https://shadowfrag.com/glossary/#term-action-identity)[Native demo](https://shadowfrag.com/glossary/#term-native-demo)

[Link to this term](https://shadowfrag.com/glossary/#term-authoritative-state)

## B

### Bandwidth

Networking

The amount of data a connection can carry per second, or a configured limit on what the game may send. Capacity, configured budget and measured traffic are different quantities.

**Read definition**

Also covers: network bandwidth, bandwidth budget, per-client bandwidth.

A server needs upload capacity for traffic sent to everyone; a client needs download capacity for its own incoming traffic. Data-rate counters show what crossed a defined boundary during a sample. A configured per-client budget caps application sending but does not discover the real path’s available capacity.

More bandwidth alone does not guarantee lower latency or a larger match: CPU work, queues, packet scheduling and client generation can still fail. Always distinguish application payload from on-wire bytes and state whether a number is per player, busiest client or aggregate server traffic.

Related terms:[Data-rate units](https://shadowfrag.com/glossary/#term-data-rate-units)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Wire bytes](https://shadowfrag.com/glossary/#term-wire-bytes)[Fan-out](https://shadowfrag.com/glossary/#term-fan-out)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-bandwidth)

### Benchmark

Tools & testing

A declared workload measured under stated conditions. Its result describes that workload and machine, rather than every possible match or a release guarantee.

**Read definition**

Also covers: benchmarks, performance benchmark, performance benchmarks.

A useful benchmark records what ran, the build and content, hardware, duration, settings and measurement boundary. Render fixtures, simulation tests and two-host protocol campaigns each isolate different costs.

An isolated fast renderer and a fast server cannot be added together to certify a full match with rendering, input, audio, networking and AI. Retained failures and background contention are part of interpreting the evidence. A performance target is also different from a measured result that achieved it.

Related terms:[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)[Warm-up](https://shadowfrag.com/glossary/#term-warm-up)[Qualification](https://shadowfrag.com/glossary/#term-qualification)[Content hash](https://shadowfrag.com/glossary/#term-content-hash)

[Link to this term](https://shadowfrag.com/glossary/#term-benchmark)

### Bot

Matches & maps

An opponent or teammate controlled by the game’s AI. Bots use real movement and weapon rules and count toward the 64-player limit.

**Read definition**

Also covers: bots, bot AI, server-bot AI.

SHADOWFRAG bots move, fight and pursue objectives through the game’s controllers and cooldowns. Shogun adds squad assignments, route planning, purchases and capture commitments on the server.

A bot brain is different from a synthetic protocol client used to generate network traffic. The latter can send real movement and attacks without rendering, mixing audio or running full tactical AI. A test with 128 protocol clients therefore does not establish a 128-bot Shogun match. Bots are included in ordinary player-cap accounting.

Related terms:[Navigation graph](https://shadowfrag.com/glossary/#term-navigation-graph)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-bot)

### Bow draw

Movement & combat

Holding the bow before releasing an arrow. Draw affects launch speed, so you choose both when to fire and how far ahead of a moving target to aim.

**Read definition**

Also covers: bow drawing, drawn bow, charged arrow, charged arrows.

The bow records a draw, then releases an arrow when you let go. More draw changes its accepted launch speed. Unlike a rail shot, the arrow still needs time to reach a moving opponent, so aim ahead of where that opponent is now.

Draw, release and cancellation are distinct actions. Losing a network packet must not invent a release, and cancelling a draw must not fire an arrow. Yumi, Bamboo and Oni change the model, not the bow’s rules. Precision Dojo uses the same draw and projectile handling as the game.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Action identity](https://shadowfrag.com/glossary/#term-action-identity)[Viewmodel](https://shadowfrag.com/glossary/#term-viewmodel)[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)

[Link to this term](https://shadowfrag.com/glossary/#term-bow-draw)

## C

### Capture the Flag

Matches & maps

A team objective where you bring the enemy flag home while your own flag is at base. Flag carriers keep the game’s movement tools.

**Read definition**

Also covers: CTF, capture flag.

Take the opposing flag and return it to your base to score, but your own flag must be home. A carrier may therefore need teammates to recover the friendly flag before completing a return.

Chi, air steps and shadow warps remain available while carrying. The objective does not itself require one particular weapon or shield policy; those are selected separately in standard setup. The full map and objective indicators help locate flags without revealing enemy players as radar contacts.

Related terms:[Air step](https://shadowfrag.com/glossary/#term-air-step)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[HUD](https://shadowfrag.com/glossary/#term-hud)

[Link to this term](https://shadowfrag.com/glossary/#term-capture-the-flag)

### Chi-jump

Movement & combat

An aimed launch in the direction you look. A shallow upward aim travels farther; a steep aim gains height. Landing, or a shadow arrival beside a wall, refreshes it.

**Read definition**

Also covers: chi-jumps, chi jump, chi jumps, chi launch, chi launches.

Chi-jump is the movement ability bound to Left Shift by default. Unlike an ordinary directional leap, its launch follows your aim: look along a low arc to cross distance or higher to reach a ledge.

Chi has one use per flight and a cooldown. It refreshes on landing or when a shadow warp arrives beside a wall. It does no damage, and carrying a flag does not remove it. Its aim, momentum and gravity still follow the shared movement controller; the visual arc is not a preselected cinematic path.

Related terms:[Directional leap](https://shadowfrag.com/glossary/#term-directional-leap)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Wall kick](https://shadowfrag.com/glossary/#term-wall-kick)[Cooldown](https://shadowfrag.com/glossary/#term-cooldown)

[Link to this term](https://shadowfrag.com/glossary/#term-chi-jump)

### Client and server

Networking

The client is the game you control; the server runs the shared match and decides valid outcomes. A dedicated server does that without rendering a player’s game window.

**Read definition**

Also covers: dedicated server, dedicated servers, client/server, host/client, authority.

Your client reads input, predicts your movement and draws the world. The server receives requests from participants, advances shared rules and confirms positions, damage, equipment and objectives. The server is also called the authority.

A dedicated server runs the match without a local player’s rendering workload. Local Practice still exercises a real client/server connection, while Precision Dojo is a separate offline session within the client. A private host leaving ends that hosted match; a server and client need compatible game builds.

Related terms:[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Client prediction](https://shadowfrag.com/glossary/#term-client-prediction)[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)[Wire protocol](https://shadowfrag.com/glossary/#term-wire-protocol)

[Link to this term](https://shadowfrag.com/glossary/#term-client-server)

### Client prediction

Networking

Your game starts your movement locally before the server’s reply arrives. It uses shared movement rules, then checks the result against the server’s accepted state.

**Read definition**

Also covers: prediction, predicted state, local prediction.

Without prediction, every leap would wait for a network round trip before visibly beginning. SHADOWFRAG applies your inputs locally through the movement controller while sending them to the server for validation.

The resulting predicted state feels immediate but is provisional. If the server’s accepted result differs, reconciliation restores that result and reapplies newer inputs. Projectile effects can also be predicted visually; drawing an arrow or beam does not confirm a damaging hit. Prediction cannot remove physical connection delay or make an invalid action valid.

Related terms:[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Reconciliation](https://shadowfrag.com/glossary/#term-reconciliation)[RTT](https://shadowfrag.com/glossary/#term-rtt)[Projectile](https://shadowfrag.com/glossary/#term-projectile)

[Link to this term](https://shadowfrag.com/glossary/#term-client-prediction)

### Community Shogun

Matches & maps

A regional Shadow Council contributor who organizes local events and carries player feedback to the development team. It is a community role, separate from the Shogun match mode.

**Read definition**

Also covers: Community Shoguns.

The Council plans one or two Community Shoguns per region to lead local events and represent players in conversations with the development team. Relevant experience, region and time zone help the team review an introduction.

The title does not grant an in-game weapon, character class or authority over Shogun capture rules. It names a contribution to the community. [Read the Council role description](https://shadowfrag.com/shadow-council/).

Related terms:[Shadow Council](https://shadowfrag.com/glossary/#term-shadow-council)[Shogun](https://shadowfrag.com/glossary/#term-shogun)

[Link to this term](https://shadowfrag.com/glossary/#term-community-shogun)

### Compact encoding

Networking

Representing the same game facts with fewer bytes. SHADOWFRAG omits proven exact defaults and uses compact integers while preserving the precision and identities needed for validation.

**Read definition**

Also covers: compact records, exact-default mask, exact-default masks, presence mask, varint, ZigZag, lossless packing.

A presence mask says which fields are actually encoded. A varint uses fewer bytes for suitably small integers; ZigZag maps signed integers so small positive and negative values can both encode compactly. These are representations, not permission to round away aim or movement state.

The compact-wire work omits only exact known defaults, preserves nonzero values and negative zero where required, and retains full gap receipts. Its scene encoding does not depend on a previous unreliable packet. Smaller records can still take CPU work, so byte savings do not imply an equal latency or capacity gain.

Related terms:[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Wire protocol](https://shadowfrag.com/glossary/#term-wire-protocol)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Roster baseline](https://shadowfrag.com/glossary/#term-roster-baseline)[CPU](https://shadowfrag.com/glossary/#term-cpu)

[Link to this term](https://shadowfrag.com/glossary/#term-compact-encoding)

### Content hash

Tools & testing

A digest used to identify the exact bytes or defined content of an asset or build. It helps attach a capture or measurement to the version actually tested, without proving that version is correct.

**Read definition**

Also covers: content hashes, geometry hash, geometry hashes, gameplay fingerprint, catalogue digest, catalogue digests, binary hash, binary SHA256.

A hash is calculated from specified input. Matching expected digests helps check that participants or tools are using the intended map, package or binary. A gameplay fingerprint similarly identifies the defined shared gameplay contract.

The map atlas retains geometry hashes so an image can be traced to its actual layout. Test manifests retain build and content identities for reproducible comparison. The digest only identifies what was hashed: it does not establish balance, safety, performance or identity trust by itself.

Related terms:[Revision pinning](https://shadowfrag.com/glossary/#term-revision-pinning)[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Hash chain](https://shadowfrag.com/glossary/#term-hash-chain)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)

[Link to this term](https://shadowfrag.com/glossary/#term-content-hash)

### Cooldown

Movement & combat

The rule-enforced wait before an action can be used again. An animation, sound or local countdown cannot give permission to act before the server allows it.

**Read definition**

Also covers: cooldowns, weapon cadence.

A cooldown limits how often an ability or weapon can act. SHADOWFRAG also shares weapon timing so changing weapons does not bypass an attack’s wait. Reloads, ammunition and one-use movement readiness add their own constraints.

A readiness sound follows the owner’s actual cooldown reaching zero. It is feedback about the rule, not the rule itself. Cooldowns differ by action: the net’s long recharge and chi’s per-flight readiness should not be read as interchangeable timers.

Related terms:[Ninja stars](https://shadowfrag.com/glossary/#term-ninja-stars)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Net ability](https://shadowfrag.com/glossary/#term-net-ability)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)

[Link to this term](https://shadowfrag.com/glossary/#term-cooldown)

### CPU

Performance & graphics

The main processor that runs simulation, input, networking and other game code. Less CPU work in one fixture does not establish the same improvement for a full rendered match.

**Read definition**

Also covers: processor time, CPU time, CPU use.

CPU means central processing unit. It executes the game’s ordinary instructions, including movement rules, AI planning, input services and transport work. Those jobs can run on different threads and compete with other programs.

A CPU percentage, elapsed time and measured per-stage duration are different quantities. The client generator’s reduced CPU use is a result for synthetic protocol clients, rather than a full-player rendering benchmark. Machine model, active background work and workload must remain attached to comparisons.

Related terms:[GPU](https://shadowfrag.com/glossary/#term-gpu)[Server tick time](https://shadowfrag.com/glossary/#term-server-tick-time)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Paged storage](https://shadowfrag.com/glossary/#term-paged-storage)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)

[Link to this term](https://shadowfrag.com/glossary/#term-cpu)

### CUBIC

Networking

A congestion-control algorithm that adjusts sending as the network path fills or reports loss. It is used by the current QUIC configuration, rather than being a game rule or latency guarantee.

**Read definition**

Also covers: CUBIC congestion control.

Congestion control limits outstanding transport traffic in response to path feedback so a sender does not simply emit unlimited bytes into a busy connection. CUBIC uses a cubic growth function as part of that control.

SHADOWFRAG currently uses CUBIC with PicoQUIC and keeps Quiche/CUBIC selectable. Congestion control differs from a configured application byte budget and from pacing individual packets. It cannot remove physical distance or guarantee a shot’s response time. The algorithm’s standard is [RFC 9438](https://www.rfc-editor.org/rfc/rfc9438.html).

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[Bandwidth](https://shadowfrag.com/glossary/#term-bandwidth)[Pacing](https://shadowfrag.com/glossary/#term-pacing)[Packet loss](https://shadowfrag.com/glossary/#term-packet-loss)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-cubic)

### Culling

Performance & graphics

Skipping drawing work that cannot contribute to the view. Discarding an offscreen dust effect saves presentation work without changing the authoritative movement or hit result.

**Read definition**

Also covers: view culling, culled, cull.

A renderer can reject objects or effects outside its view before constructing or submitting their geometry. SHADOWFRAG’s movement feedback uses bounded local pools, short lifetimes and view culling so unseen dust need not be built.

This is a presentation optimization. The server still maintains whatever state combat and objectives require. Rendering visibility, network relevance and historical hit eligibility are separate policies, even when each tries to avoid unnecessary work.

Related terms:[GPU](https://shadowfrag.com/glossary/#term-gpu)[Spree aura](https://shadowfrag.com/glossary/#term-spree-aura)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)

[Link to this term](https://shadowfrag.com/glossary/#term-culling)

## D

### Data-rate units

Networking

B/s measures bytes per second; Mbps measures millions of bits per second. One byte is eight bits, so 1 MB/s equals 8 Mbps when both use decimal units.

**Read definition**

Also covers: B/s, kB/s, MB/s, Mbps, bytes per second, megabits per second.

Uppercase **B** means bytes and lowercase **b** means bits. In decimal units, 1 kB is 1,000 bytes, 1 MB is 1,000,000 bytes and 1 Mbps is 1,000,000 bits each second. Thus 2.5 MB/s is 20 Mbps.

Binary units use different labels: 1 KiB is 1,024 bytes and 1 MiB is 1,048,576 bytes. Check the stated counter boundary too: a payload rate excludes transport overhead, and a server total cannot be compared directly with a per-player rate.

Related terms:[Bandwidth](https://shadowfrag.com/glossary/#term-bandwidth)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Wire bytes](https://shadowfrag.com/glossary/#term-wire-bytes)[Transport overhead](https://shadowfrag.com/glossary/#term-transport-overhead)

[Link to this term](https://shadowfrag.com/glossary/#term-data-rate-units)

### Datagram

Networking

A message-sized unit sent without a transport promise to deliver every message in order. It suits replaceable fresh state, while important outcomes can have separate game-level recovery.

**Read definition**

Also covers: datagrams, UDP, UDP datagram, UDP datagrams.

UDP carries individual datagrams. QUIC runs over UDP and its datagram extension lets an application send message boundaries without QUIC retransmitting a missing datagram. Later data need not wait for that missing message to be restored.

This does not mean bypassing security or congestion control. SHADOWFRAG can still repeat inputs and acknowledge durable records at the game layer. QUIC packet delivery and complete-scene acceptance remain distinct. See the [QUIC datagram specification](https://www.rfc-editor.org/rfc/rfc9221.html).

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[Reliable stream](https://shadowfrag.com/glossary/#term-reliable-stream)[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)

[Link to this term](https://shadowfrag.com/glossary/#term-datagram)

### Demo tracks

Tools & testing

The separately recorded views of a match from the server and participating clients. A server track preserves accepted decisions; a client track preserves only information that client received or reported.

**Read definition**

Also covers: client track, client tracks, server track, server tracks, participant track, participant tracks, authoritative track, authoritative server evidence.

A referee can align compatible tracks to inspect committed actions, rejection reasons and available timing. The authority track supplies server decisions, while participant tracks can provide each client’s reported observations. Their different provenance must remain visible.

Absent tracks or incomplete files are gaps in evidence. A modified client can lie before committing its report, and server identity needs independent trust. Client feedback intervals use that client’s own monotonic clock; subtracting unrelated clocks on separate machines does not establish latency.

Related terms:[Native demo](https://shadowfrag.com/glossary/#term-native-demo)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Monotonic clock](https://shadowfrag.com/glossary/#term-monotonic-clock)[Hash chain](https://shadowfrag.com/glossary/#term-hash-chain)

[Link to this term](https://shadowfrag.com/glossary/#term-demo-tracks)

### Demolition

Matches & maps

An attack-and-defend objective with a bomb and two sites. Attackers try to complete the bomb objective; defenders contest the sites and can defuse a planted bomb.

**Read definition**

Also covers: demolition mode.

Demolition asks teams to plan around sites rather than only accumulate kills. Attackers carry a bomb toward one of two sites, while defenders try to stop the plant or defuse after it is planted.

The server owns planting, interruption, defusing, detonation and round outcome. Clients display progress rather than supplying their own elapsed duration or winner. Map routes and rotations matter, and the selected weapons and protection still change how a site is approached.

Related terms:[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Loadout](https://shadowfrag.com/glossary/#term-loadout)[HUD](https://shadowfrag.com/glossary/#term-hud)[Bot](https://shadowfrag.com/glossary/#term-bot)

[Link to this term](https://shadowfrag.com/glossary/#term-demolition)

### Directional leap

Movement & combat

A jump whose initial direction comes from your movement input. It lets you cross a lane or move sideways while keeping your aim on an opponent.

**Read definition**

Also covers: directional leaps.

With the default controls, WASD chooses your movement direction and Space starts a leap. A sideways leap can move you out of a firing line while your mouse keeps the target centered.

Holding Jump chains ordinary leaps; a fresh press near landing can use the landing timing window. Horizontal reach, jump height and time in the air are separate properties: the shorter-leap balance pass reduced distance without stretching the vertical arc. Default bindings can be changed in the game.

Related terms:[Air step](https://shadowfrag.com/glossary/#term-air-step)[Timed hopping](https://shadowfrag.com/glossary/#term-timed-hopping)[Landing buffer](https://shadowfrag.com/glossary/#term-landing-buffer)[World unit](https://shadowfrag.com/glossary/#term-world-unit)

[Link to this term](https://shadowfrag.com/glossary/#term-directional-leap)

### Duel

Matches & maps

A two-player deathmatch. Movement, aim and timing are tested against one opponent, using the map and equipment rules selected for the match.

**Read definition**

Also covers: duels.

A duel is a head-to-head fight between two players. A compact arena makes it easier to learn an opponent’s routes, attack timing and use of cover.

It is not inherently an unshielded rail-only format. SHADOWFRAG separates map, objective, allowed equipment and protection, so those choices still define how the duel plays. A small duel also produces a different networking workload from a crowded team fight.

Related terms:[Free-for-all](https://shadowfrag.com/glossary/#term-free-for-all)[Instagib](https://shadowfrag.com/glossary/#term-instagib)[Loadout](https://shadowfrag.com/glossary/#term-loadout)[Fan-out](https://shadowfrag.com/glossary/#term-fan-out)

[Link to this term](https://shadowfrag.com/glossary/#term-duel)

## F

### Fan-out

Networking

Sending information about participants to many other recipients. Adding a player can add both a new source of activity and another viewer who needs updates.

**Read definition**

Also covers: fanout, directed player-pair, directed player-pairs.

A match is not just one independent connection multiplied by its players. If every participant must learn about every other participant, there are N × (N − 1) directed source-to-recipient pairs: at four players there are twelve.

Real traffic also depends on relevance, shared encoding, events and equipment. The expression is therefore a useful model term, not a complete prediction of bandwidth or CPU. It helped the archived small-match cost model, but does not justify extending that fitted model to unmeasured 64-player encounters.

Related terms:[Bandwidth](https://shadowfrag.com/glossary/#term-bandwidth)[Interpolation](https://shadowfrag.com/glossary/#term-interpolation-model)[Marginal cost](https://shadowfrag.com/glossary/#term-marginal-cost)[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)

[Link to this term](https://shadowfrag.com/glossary/#term-fan-out)

### Field of view

Performance & graphics

The angular extent visible through a camera. Gameplay view and weapon-model framing affect what you can see differently, and saved per-weapon aiming settings carry into training.

**Read definition**

Also covers: FOV, per-weapon FOV, weapon FOV.

Field of view, abbreviated FOV, describes how much a camera takes in. Along with aspect ratio and viewpoint, it changes how world shapes appear on screen. Weapon-model framing also affects how much the first-person arms or bow occupy the image.

SHADOWFRAG offers per-weapon aiming and weapon presentation settings, plus separate normal and zoom sensitivity. Precision Dojo uses your saved settings. A presentation change can expose more of the aiming area without changing weapon damage, projectile speed or the server’s hit geometry.

Related terms:[Viewmodel](https://shadowfrag.com/glossary/#term-viewmodel)[Raw mouse input](https://shadowfrag.com/glossary/#term-raw-mouse-input)[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Native resolution](https://shadowfrag.com/glossary/#term-native-resolution)

[Link to this term](https://shadowfrag.com/glossary/#term-field-of-view)

### FPS

Performance & graphics

FPS can mean frames per second, a performance rate, or first-person shooter, a game genre. “240 FPS” concerns images; “Movement FPS” describes the kind of game.

**Read definition**

Context matters for this abbreviation. In a performance counter, FPS means **frames per second**. In descriptions such as Movement FPS or competitive FPS, it means **first-person shooter**: a game aimed from the character’s viewpoint.

The two meanings do not create a performance claim. Calling SHADOWFRAG a Movement FPS describes the role of movement in combat; it does not promise any particular frame rate on your machine.

Related terms:[Frames per second](https://shadowfrag.com/glossary/#term-frames-per-second)[Movement FPS](https://shadowfrag.com/glossary/#term-movement-fps)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)

[Link to this term](https://shadowfrag.com/glossary/#term-fps)

### Frame fragment

Networking

One part of a larger network scene. The client needs the complete validated set before it can install the new scene; one received part does not establish fresh world state.

**Read definition**

Also covers: frame fragments, scene fragment, scene fragments, FramePart, fragment assembly.

A scene that is too large for one bounded message is split into fragments with an identified frame and part layout. The client validates their lengths and identities, assembles the complete scene and accepts it together.

A lost fragment can leave useful packets arriving without a fresh scene being installed. Newer state may supersede an incomplete older assembly rather than building a queue of stale fights. FramePart is the traffic table’s technical name for this category, not a video-frame upload.

Related terms:[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Packet loss](https://shadowfrag.com/glossary/#term-packet-loss)[Scene age](https://shadowfrag.com/glossary/#term-scene-age)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-frame-fragment)

### Frame time

Performance & graphics

The time spent producing a measured image frame. Shorter and more consistent times can help smoothness, but a render-only fixture does not measure a complete live match or physical input response.

**Read definition**

Also covers: frame times, frame-time, completed-frame time, completed frame time, render milliseconds.

Frame time is usually expressed in milliseconds. At a perfectly even 120 rendered frames per second, the interval is about 8.33 ms; at 240 it is about 4.17 ms. Real frame times vary, so an average alone can hide slow frames.

The measurement boundary matters. SHADOWFRAG’s retained completed-frame renderer fixture waits for GPU completion but excludes live input, HUD, audio and networking. Its reciprocal is not a live-game FPS promise. Frame time is also separate from the fixed simulation step and from a click becoming visible on a display.

Related terms:[Frames per second](https://shadowfrag.com/glossary/#term-frames-per-second)[p99](https://shadowfrag.com/glossary/#term-p99)[GPU](https://shadowfrag.com/glossary/#term-gpu)[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)[Input latency](https://shadowfrag.com/glossary/#term-input-latency)

[Link to this term](https://shadowfrag.com/glossary/#term-frame-time)

### Frames per second

Performance & graphics

How many image frames are produced each second. A high average can coexist with occasional long frames, and it says nothing by itself about server tick rate or network delay.

**Read definition**

Also covers: frame rate, frame rates, framerate, framerates, average FPS, live-game FPS.

Frame rate is a rate of images. Over a measured interval, the number of frames divided by elapsed seconds gives average frames per second. A more even sequence generally feels smoother than one with occasional long pauses at a similar average.

Inspect frame-time percentiles as well as the average, and check whether a report counts rendered, completed or displayed frames. A recording labeled 60 frames per second describes its capture format, not necessarily the game’s performance. A renderer-only benchmark does not establish the rate of a full live match.

Related terms:[FPS](https://shadowfrag.com/glossary/#term-fps)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)[p99](https://shadowfrag.com/glossary/#term-p99)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)

[Link to this term](https://shadowfrag.com/glossary/#term-frames-per-second)

### Free-for-all

Matches & maps

A deathmatch format where each player competes individually. A test on the Highlands in FFA does not include Shogun’s territory economy or full squad AI.

**Read definition**

Also covers: FFA, free for all.

In free-for-all, opponents are individual competitors rather than members of two objective teams. The map, equipment and protection rules still affect the fight.

This matters when reading the capacity study: the confirmed 128-client Highlands workload was synthetic FFA on that landscape. Using the Shogun Highlands map does not turn it into a Shogun match or measure the mode’s complete economy, tactical feed and bot planning. The ordinary game limit remains 64 players including bots.

Related terms:[Duel](https://shadowfrag.com/glossary/#term-duel)[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-free-for-all)

### FXAA

Performance & graphics

An image-processing filter that softens jagged edges. It adds rendering work; SHADOWFRAG can avoid an unnecessary extra composition pass when rendering at native resolution with FXAA off.

**Read definition**

Also covers: fast approximate anti-aliasing, edge-smoothing filter.

FXAA means fast approximate anti-aliasing. It examines the rendered image to reduce the appearance of jagged edges, rather than changing gameplay geometry or collision.

In the retained renderer optimization, a scene at native resolution with FXAA disabled can use a direct path. Scaled scenes, previews and FXAA still use the offscreen targets they need. The measured 8.7% mean-frame improvement belongs to the matched ultrawide fixture; it is not a guaranteed effect of disabling the filter in every scene.

Related terms:[Native resolution](https://shadowfrag.com/glossary/#term-native-resolution)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)[GPU](https://shadowfrag.com/glossary/#term-gpu)[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)

[Link to this term](https://shadowfrag.com/glossary/#term-fxaa)

## G

### GPU

Performance & graphics

The graphics processor that executes rendering work. Finishing a GPU frame is one stage before an image can be shown, so GPU timing does not prove monitor presentation.

**Read definition**

Also covers: graphics processor, GPU completion.

GPU means graphics processing unit. The CPU prepares rendering work and the GPU turns it into image data using geometry, textures and graphics programs.

The GPU can still be working after the CPU has submitted a frame. A completed-frame fixture waits for that work to finish, but the compositor and display may add further stages. A shot’s submitted gameplay reference therefore does not claim that its image physically reached the monitor. Resolution and effects also change the GPU workload.

Related terms:[CPU](https://shadowfrag.com/glossary/#term-cpu)[Vulkan](https://shadowfrag.com/glossary/#term-vulkan)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)[Render queue](https://shadowfrag.com/glossary/#term-render-queue)[Native resolution](https://shadowfrag.com/glossary/#term-native-resolution)

[Link to this term](https://shadowfrag.com/glossary/#term-gpu)

## H

### Hash chain

Tools & testing

A sequence of cryptographic digests linking recording records. Verification can reveal changes or missing links after commitment, but cannot prove that a client’s original report was truthful.

**Read definition**

Also covers: SHA-256 chain, SHA-256.

A hash condenses bytes into a fixed-size digest. A chain includes earlier digest information in later records, so changing retained history breaks the expected links. SHADOWFRAG demos use SHA-256 chaining, server sealing and small periodic client commitments.

These checks support integrity and identify gaps. They do not create trust in an unknown server key, prove what appeared on a monitor or prevent a modified client from lying before it commits. Identity and the meaning of recorded data still need separate review.

Related terms:[Native demo](https://shadowfrag.com/glossary/#term-native-demo)[Demo tracks](https://shadowfrag.com/glossary/#term-demo-tracks)[Content hash](https://shadowfrag.com/glossary/#term-content-hash)[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)

[Link to this term](https://shadowfrag.com/glossary/#term-hash-chain)

### Headless

Tools & testing

Running code without the ordinary graphical interface or rendered game window. It can test simulation and protocol behavior, but cannot demonstrate the final visual layout or complete rendering performance.

**Read definition**

Also covers: headless test, headless tests, headless testing.

A headless test exercises selected systems without normal interactive graphics. It is useful for repeatable rule, encoding, replay and networking checks that do not require a display.

Passing it is evidence for the tested code paths. Native UI, audio-device behavior, GPU presentation and a person’s experience may require separate checks. A headless or synthetic workload should not be presented as a full-client benchmark merely because it runs real game logic.

Related terms:[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)[Smoke test](https://shadowfrag.com/glossary/#term-smoke-test)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[GPU](https://shadowfrag.com/glossary/#term-gpu)

[Link to this term](https://shadowfrag.com/glossary/#term-headless)

### Historical hit check

Networking

Checking an eligible earlier target scene for a rail or melee action. It keeps aim tied to the action’s allowed reference, with limits on age and identity.

**Read definition**

Also covers: historical hit checks, lag compensation, target rewind, rail rewind, bounded rewind.

Remote players are drawn from timestamped state. For rail and melee, SHADOWFRAG can reconstruct the permitted target geometry associated with the action’s submitted scene, while independently validating the attacker’s origin and current damage eligibility.

History is bounded. An expired reference is rejected rather than silently exchanged for a newer target pose. A later respawn cannot be hit at the previous life’s position. This does not rewind every part of the match or erase peeker’s advantage. Arrows, stars, grenades and nets instead launch and collide in the current world.

Related terms:[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Latency](https://shadowfrag.com/glossary/#term-latency)

[Link to this term](https://shadowfrag.com/glossary/#term-historical-hit-check)

### Hit percentage

Movement & combat

The share of accepted damaging attacks that damage an opponent. Shield and armor breaks count; a multi-target grenade counts once. Nets and rejected attacks are excluded.

**Read definition**

Also covers: hit %, hit-percent, weapon accuracy.

The public scoreboard uses server-confirmed outcomes. An accepted damaging attack enters the attempt count; it becomes a hit when it damages an opponent. A released arrow can therefore be an attempt before its eventual impact is known.

Armor breaks, shield breaks and melee contacts count. One grenade damaging several opponents still contributes one successful attack. Self or friendly damage, nets, movement abilities, cancelled bow draws, rejected attacks and warmup shots do not award a weapon hit. Precision Dojo also reports practice accuracy, but comparisons still need the same weapon and practice conditions.

Related terms:[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Net ability](https://shadowfrag.com/glossary/#term-net-ability)[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)

[Link to this term](https://shadowfrag.com/glossary/#term-hit-percentage)

### Hit reference

Networking

The eligible scene and aiming context attached to a shot. It refers to an application-submitted view, not hardware proof that those pixels appeared on the monitor.

**Read definition**

Also covers: hit references, FireView, fire-view, submitted reference, submitted references, shot reference, shot references.

For rail and melee, a reference connects the input’s chronology with a canonical scene and permitted owner-camera basis. SHADOWFRAG selects from scenes successfully submitted to its bounded CPU renderer queue. Later rendering cannot casually rewrite a reference already assigned to an action.

The server still requires issued scene tokens, complete-scene receipts, matching life and warp identities, origin history and strict age bounds. Submission does not prove GPU completion, compositor presentation or what a person physically saw. An unavailable or expired reference is explicit; the game does not substitute a current scene to rescue it.

Related terms:[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Render queue](https://shadowfrag.com/glossary/#term-render-queue)[Input latency](https://shadowfrag.com/glossary/#term-input-latency)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)

[Link to this term](https://shadowfrag.com/glossary/#term-hit-reference)

### Hitbox

Movement & combat

The gameplay shape used to test a hit or collision. A ninja’s hat, cape, lean or flip does not secretly reshape that target.

**Read definition**

Also covers: hitboxes, hit volume, hit volumes, gameplay hull, collision hull, authoritative hit geometry.

A visible model and a gameplay collision shape serve different jobs. The model explains who is moving and what they are doing; the hit geometry gives combat and movement a consistent boundary to test.

SHADOWFRAG animates flips and leans around the unchanged gameplay hull. Cosmetic headwear and weapon models do not change it. Different checks can also use different tolerances: shadow frags require physical body overlap, rather than borrowing a weapon’s aiming tolerance. A replay overlay shows reconstructed gameplay geometry, not proof of exact monitor pixels.

Related terms:[Viewmodel](https://shadowfrag.com/glossary/#term-viewmodel)[Shadow frag](https://shadowfrag.com/glossary/#term-shadow-frag)[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Native demo](https://shadowfrag.com/glossary/#term-native-demo)

[Link to this term](https://shadowfrag.com/glossary/#term-hitbox)

### Hitscan

Movement & combat

A shot resolved by tracing a line through the world instead of simulating a projectile’s travel. Instant travel does not remove network delay or server validation.

**Read definition**

Also covers: hit-scan.

For a hitscan weapon, the game tests the shot’s direction against eligible targets and cover at the relevant moment. There is no arrow-like flight interval to lead. SHADOWFRAG’s rail uses this kind of trace.

The client may draw the shot immediately, while the server’s confirmation arrives later. A historical hit check can reconstruct a bounded earlier target scene, but cannot make every delayed shot valid. Projectiles use a different current-world flight and collision path.

Related terms:[Railgun](https://shadowfrag.com/glossary/#term-railgun)[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)

[Link to this term](https://shadowfrag.com/glossary/#term-hitscan)

### HUD

Performance & graphics

The information drawn over gameplay, such as crosshair, weapon state and objectives. SHADOWFRAG’s tactical map adds terrain, ownership and friendly markers without showing enemy players.

**Read definition**

Also covers: heads-up display, HUD editor, tactical map, minimap, full map.

HUD means heads-up display. Its groups explain immediate status while leaving the world visible. The HUD editor can move, anchor, scale or fade those groups, with previews for different aspect ratios.

The minimap and full tactical map answer a wider navigation question: where routes, objectives, friendly markers and supplied camps are. They do not provide enemy radar. Highlands keeps navigation available because of its scale; other maps have their own policies. HUD layout is a local preference, while objective state still comes from the server.

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Supply](https://shadowfrag.com/glossary/#term-supply)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Field of view](https://shadowfrag.com/glossary/#term-field-of-view)

[Link to this term](https://shadowfrag.com/glossary/#term-hud)

## I

### Immutable publication

Performance & graphics

A complete state handed to another service without being changed underneath it. Rendering can consume a stable view while input and networking continue their own work.

**Read definition**

Also covers: immutable publications, immutable scene, immutable scenes.

Immutable means unchanged after publication. A service constructs a state, then hands readers a stable version rather than letting them observe half an update.

SHADOWFRAG uses this separation so rendering can consume scenes without owning the input, prediction and network-result schedule. The network encoder can also share prepared actor bytes while preserving recipient-specific timing. Here publication means an internal software handoff, not publishing a website or releasing a game build.

Related terms:[Readiness-based wait](https://shadowfrag.com/glossary/#term-readiness-wait)[Render queue](https://shadowfrag.com/glossary/#term-render-queue)[Client prediction](https://shadowfrag.com/glossary/#term-client-prediction)[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)

[Link to this term](https://shadowfrag.com/glossary/#term-immutable-publication)

### Input deadline

Networking

The latest allowed arrival or admission time for a command or action. Messages that miss their timing contract cannot simply be moved into a newer fight.

**Read definition**

Also covers: input deadlines, late input, late inputs, late action, late actions, movement deadline, movement deadlines.

Multiplayer commands belong to identified execution steps. The server enforces arrival bounds and the client also has bounded admission rules for delayed native events. The exact checks depend on the stage and action.

Late input and late action counters remain visible even if a workload passes other numerical screens. Recovery, a larger queue or a new epoch does not grant a late-fire grace period. An explicit rejection is preferable to quietly using a newer origin or view that the original action did not own.

Related terms:[Input epoch](https://shadowfrag.com/glossary/#term-input-epoch)[Input-buffer handoff](https://shadowfrag.com/glossary/#term-input-buffer-handoff)[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)[Queue](https://shadowfrag.com/glossary/#term-queue)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-input-deadline)

### Input epoch

Networking

An identified agreement about how a client’s command sequence maps to server simulation time. Recovery can establish a new schedule without turning an old click into a new action.

**Read definition**

Also covers: input epochs, input schedule, input schedules, epoch grant, input-epoch grant.

The client and server need to agree which simulation step owns each input command. An epoch identifies that schedule and its command numbering. It is part of action identity, not simply a wall-clock date.

After a serious service hitch, coordinated recovery can grant a new schedule. Already assigned actions keep their original identity and outcome. A stale grant superseded by newer authoritative state must be ignored. Recovery does not relax damage checks or transplant an old shot into a later valid slot.

Related terms:[Input-buffer handoff](https://shadowfrag.com/glossary/#term-input-buffer-handoff)[Input deadline](https://shadowfrag.com/glossary/#term-input-deadline)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Action identity](https://shadowfrag.com/glossary/#term-action-identity)[Reconciliation](https://shadowfrag.com/glossary/#term-reconciliation)

[Link to this term](https://shadowfrag.com/glossary/#term-input-epoch)

### Input latency

Performance & graphics

The delay between an input and a stated response. Software event-to-result timing measures different stages from a physical mouse movement or click becoming visible on your monitor.

**Read definition**

Also covers: mouse-to-display latency, mouse-to-display, input-to-display latency, event-to-result latency, capture-to-feedback.

A physical input travels through the device, operating system, game input service, simulation or server decision, rendering and display. A software timer can observe selected stages, but cannot automatically prove the entire physical path.

SHADOWFRAG separates input acquisition, prediction and incoming results from rendering so a display wait does not stall those services. Its shot reference follows a submitted-view timing contract. That engineering and the software feedback observations still require separate hardware-event and display measurements before making a physical latency claim.

Related terms:[Raw mouse input](https://shadowfrag.com/glossary/#term-raw-mouse-input)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)[Render queue](https://shadowfrag.com/glossary/#term-render-queue)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)

[Link to this term](https://shadowfrag.com/glossary/#term-input-latency)

### Input-buffer handoff

Networking

A coordinated change to the input schedule shared by client and server. The clean direct-LAN capacity confirmations required zero handoffs; finishing a run with handoffs was insufficient.

**Read definition**

Also covers: input buffer handoff, input-buffer handoffs, input buffer handoffs, input rebase, epoch recovery.

A handoff is a recovery transition in the agreement that places commands on server time. It is more significant than one packet arriving unevenly and is distinct from the small landing buffer used by jump controls.

The current direct-LAN capacity screen declared zero handoffs as a condition. Some higher-population runs connected and completed but needed two, so they did not earn a confirmation. A handoff count is therefore a diagnostic about continuity under that workload, rather than a player count or an ordinary frame-time value.

Related terms:[Input epoch](https://shadowfrag.com/glossary/#term-input-epoch)[Input deadline](https://shadowfrag.com/glossary/#term-input-deadline)[Landing buffer](https://shadowfrag.com/glossary/#term-landing-buffer)[Qualification](https://shadowfrag.com/glossary/#term-qualification)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-input-buffer-handoff)

### Instagib

Movement & combat

A rule style where one damaging hit eliminates an opponent who has no protection. SHADOWFRAG also supports shields and armor, so the protection settings matter.

**Read definition**

Instagib makes a single clean hit decisive instead of reducing a large health bar over several hits. SHADOWFRAG began around ninja instagib and later added projectiles, protection choices and objectives.

Under ordinary damage rules, armor is removed before a shield, and a damaging hit with neither layer remaining kills. A classic unshielded rail duel therefore behaves differently from a match where kills recharge shields. Shadow frags have their own arrival-kill rule. The word alone does not identify the selected weapon, objective or protection policy.

Related terms:[Railgun](https://shadowfrag.com/glossary/#term-railgun)[Shield](https://shadowfrag.com/glossary/#term-shield)[Armor](https://shadowfrag.com/glossary/#term-armor)[Shadow frag](https://shadowfrag.com/glossary/#term-shadow-frag)

[Link to this term](https://shadowfrag.com/glossary/#term-instagib)

### Interpolation

Tools & testing

Estimating between known points. Remote animation uses known states; the cost lab estimates within measured workload bounds. Estimating beyond those bounds is extrapolation and needs separate evidence.

**Read definition**

Also covers: cost-model interpolation, fitted model, fitted cost model, conditional model.

Interpolation has two related uses on this site. Snapshot interpolation reconstructs motion between timestamped gameplay states. In the cost lab, a fitted model estimates traffic between tested configurations inside a declared range.

The archived cost model covers 8–12 players, up to four bow holders and up to four shadow holders under its particular action schedule. It must not be extended to 64 players, unmeasured weapons, CPU or memory. Fitting observed samples is not enough on its own; the revision was checked against fresh configurations and seeds.

Related terms:[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)[Marginal cost](https://shadowfrag.com/glossary/#term-marginal-cost)[Fan-out](https://shadowfrag.com/glossary/#term-fan-out)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-interpolation-model)

## J

### Jitter

Networking

Variation in delivery delay. Packets can all arrive yet still arrive unevenly, making a moving opponent look irregular unless the game handles that variation.

**Read definition**

Also covers: network jitter.

If successive updates take different amounts of time to cross the connection, their arrival spacing changes. That variation is jitter. It differs from a constant delay and from packets that never arrive.

Interpolation can smooth ordinary variation with a buffer, while input scheduling and bounded recovery address other parts of the path. Those mechanisms have limits and can add age or extra work. The capacity study retains separate delay, loss and jitter cases because combining them can behave differently from testing each alone.

Related terms:[Latency](https://shadowfrag.com/glossary/#term-latency)[Packet loss](https://shadowfrag.com/glossary/#term-packet-loss)[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)[Input epoch](https://shadowfrag.com/glossary/#term-input-epoch)

[Link to this term](https://shadowfrag.com/glossary/#term-jitter)

## L

### Landing buffer

Movement & combat

A short allowance around landing that helps a jump press become the next intended jump. It makes precise movement less dependent on pressing a key during one exact simulation step.

**Read definition**

Also covers: landing buffers, jump buffer, jump buffers, landing window, landing windows.

A jump buffer briefly remembers an eligible press made near a landing, so the next jump can begin when the movement rules allow it. A landing timing window also supports deliberate momentum-preserving hops.

These are bounded movement rules shared by client and server. They do not add a grace period for firing late network actions, and they are unrelated to the input buffer used to schedule commands across a connection.

Related terms:[Timed hopping](https://shadowfrag.com/glossary/#term-timed-hopping)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Input epoch](https://shadowfrag.com/glossary/#term-input-epoch)[Input deadline](https://shadowfrag.com/glossary/#term-input-deadline)

[Link to this term](https://shadowfrag.com/glossary/#term-landing-buffer)

### Last Ninja / Scroll

Matches & maps

An elimination objective with two ways to win: be the last survivor, or hold the scroll for 60 uninterrupted seconds.

**Read definition**

Also covers: Last Ninja, Scroll mode, Last Ninja Standing.

Last Ninja / Scroll gives players both a survival goal and an objective to contest. A player can win by remaining the last survivor, or by keeping the scroll for 60 continuous seconds.

The continuous hold is important: reaching the scroll once does not settle the round, and a dropped objective changes the pressure on the remaining players. The scroll carried in The Crimson Path’s story is part of that tutorial’s mission, rather than evidence that it is running the same multiplayer rules.

Related terms:[Loadout](https://shadowfrag.com/glossary/#term-loadout)[The Crimson Path](https://shadowfrag.com/glossary/#term-the-crimson-path)[HUD](https://shadowfrag.com/glossary/#term-hud)

[Link to this term](https://shadowfrag.com/glossary/#term-last-ninja-scroll)

### Latency

Networking

The time between a specified start and finish, such as sending a request and receiving its answer. A latency number is useful only when those endpoints and conditions are clear.

**Read definition**

Also covers: network latency, connection delay.

Latency can describe one-way delivery, a round trip, input processing, server response or a physical action becoming visible. Those intervals contain different work and cannot be used interchangeably.

Distance, routing, queueing, scheduling and recovery all can add delay. SHADOWFRAG separates measured path RTT, scene age, software weapon feedback and rendering. A LAN test does not guarantee the same result on the Internet, and software timing alone does not measure physical mouse-to-display response.

Related terms:[RTT](https://shadowfrag.com/glossary/#term-rtt)[Scene age](https://shadowfrag.com/glossary/#term-scene-age)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Input latency](https://shadowfrag.com/glossary/#term-input-latency)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-latency)

### Life and warp identity

Networking

Markers that distinguish a new occupant, a respawn and a teleport. They keep old messages and movement paths from being applied to the wrong ninja or joined across a warp.

**Read definition**

Also covers: life identity, warp identity, warp serial, occupant identity, occupant generation, spawn serial, player generation.

A numeric player slot can be reused after someone leaves. Occupant generation distinguishes those people. Life or spawn identity changes after a respawn, and warp identity marks a discontinuous position change within a life.

Snapshots, shot references, effects and projectile ownership retain the identities they need. An old shot cannot hit a later life at the previous position, and interpolation or collision must not invent a path through a teleport gap. Existing projectiles also keep their launch-era appearance rather than adopting a replacement occupant’s look.

Related terms:[Action identity](https://shadowfrag.com/glossary/#term-action-identity)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Roster baseline](https://shadowfrag.com/glossary/#term-roster-baseline)

[Link to this term](https://shadowfrag.com/glossary/#term-life-warp-identity)

### Loadout

Movement & combat

The equipment a match allows or a player is granted. It describes usable weapons and abilities; cosmetic weapon designs change appearance while keeping the weapon’s rules.

**Read definition**

Also covers: loadouts, weapon pool, weapon pools.

A loadout can specify rail, bow, stars, shrapnel and melee, with net and shadow access controlled separately. Standard match setup separates equipment from map, objective and protection choices, while Shogun uses its own purchasing rules and excludes railguns.

Some development experiments assign fixed equipment cohorts or holder quotas. Those allocations define a workload; changing them changes the scenario. They are separate from the next-round cosmetic appearance roster and cannot raise the configured player cap.

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Shogun gold](https://shadowfrag.com/glossary/#term-gold)[Roster baseline](https://shadowfrag.com/glossary/#term-roster-baseline)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-loadout)

## M

### Map Studio

Tools & testing

SHADOWFRAG’s map editor, using the real renderer, collision queries and movement controller. It lets an author test whether a route works, then compile a playable map package.

**Read definition**

Also covers: portable-map compiler, portable map compiler.

Map Studio combines terrain, materials, reusable assets, placement and validation. An author can walk a route with the actual movement controller, inspect collision or navigation overlays, then compile the editable document into a package the game can load.

A playtest starts a separate local host and client while preserving the editor document and camera. Asset identities and revisions keep later library changes from silently altering placed objects. Structural checks help find blocked passages, but human play still has to judge whether a route is enjoyable and balanced.

Related terms:[Vulkan](https://shadowfrag.com/glossary/#term-vulkan)[Navigation graph](https://shadowfrag.com/glossary/#term-navigation-graph)[Texture Workshop](https://shadowfrag.com/glossary/#term-texture-workshop)[Revision pinning](https://shadowfrag.com/glossary/#term-revision-pinning)[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)

[Link to this term](https://shadowfrag.com/glossary/#term-map-studio)

### Marginal cost

Tools & testing

The estimated additional resource use when one feature or holder is added to a specified workload. It changes with recipients, activity and conditions, rather than being one universal price for a weapon.

**Read definition**

Also covers: marginal costs, marginal bow cost, marginal shadow cost, per-holder cost.

The cost lab estimates how traffic changes when another bow or shadow holder joins a declared small-match setup. More players also mean more viewers, so the fitted additional bow traffic grows with population.

This is conditional model behavior inside measured bounds. It does not include every CPU, memory or burst cost, and is not a hosting guarantee. Newer active/unused encounter pairs also depend on deaths, supply and actual throw counts. Adding isolated feature differences together cannot certify an untested combined fight.

Related terms:[Interpolation](https://shadowfrag.com/glossary/#term-interpolation-model)[Fan-out](https://shadowfrag.com/glossary/#term-fan-out)[Bandwidth](https://shadowfrag.com/glossary/#term-bandwidth)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-marginal-cost)

### Median

Performance & graphics

The middle of an ordered set of measurements. It describes a typical central result, while the slowest part of the distribution can still be much worse.

**Read definition**

Also covers: medians, p50.

The median splits ordered observations around the middle. For 2, 2 and 8 ms, the median is 2 ms while the arithmetic mean is 4 ms. This makes it useful for describing a center without letting one extreme observation dominate it.

A median over runs and a median over individual clients are different summaries. Neither replaces a tail percentile or explains which participant had the largest delay. Check the grouping when reading paired benchmark results.

Related terms:[Arithmetic mean](https://shadowfrag.com/glossary/#term-mean)[p99](https://shadowfrag.com/glossary/#term-p99)[Tail latency](https://shadowfrag.com/glossary/#term-tail-latency)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)

[Link to this term](https://shadowfrag.com/glossary/#term-median)

### Melee

Movement & combat

A close-range blade attack rather than a flying projectile. A swing can hit one eligible target, removes one ordinary protection layer, and must respect cover and the weapon cooldown.

**Read definition**

Also covers: melee attack, melee attacks, blade strike, blade strikes.

Melee asks you to reach striking distance before attacking. The server validates the permitted origin and historical target reference, with a short reach and aiming tolerance. One swing hits one target and removes one armor, shield or life layer under ordinary damage rules.

Drawing a blade motion across the screen does not make every touched pixel a hit. Katana, Ninjato and Kama are cosmetic blade designs with the same rules. A swing respects cover, teams and shared weapon timing; using it cancels a held bow without releasing an arrow.

Related terms:[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Armor](https://shadowfrag.com/glossary/#term-armor)[Shield](https://shadowfrag.com/glossary/#term-shield)[Cooldown](https://shadowfrag.com/glossary/#term-cooldown)[Bow draw](https://shadowfrag.com/glossary/#term-bow-draw)

[Link to this term](https://shadowfrag.com/glossary/#term-melee)

### Monotonic clock

Tools & testing

A clock intended for elapsed-time measurement without wall-clock adjustments making it run backward. Durations are measured within one clock; unrelated machine readings cannot simply be subtracted for latency.

**Read definition**

Also covers: monotonic clocks, steady clock, steady time.

Elapsed-time measurements need a stable ordering. A monotonic or steady clock measures intervals independently of changes to the calendar time displayed by the operating system.

Its numeric origin is not automatically shared with another computer. Timing a request and reply on one client is valid for that interval; subtracting a server timestamp from a client timestamp requires an explicit synchronization model and uncertainty. SHADOWFRAG distinguishes original event time, acquisition time, server phase estimates and eventual feedback rather than treating them as one physical clock.

Related terms:[RTT](https://shadowfrag.com/glossary/#term-rtt)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Input latency](https://shadowfrag.com/glossary/#term-input-latency)[Demo tracks](https://shadowfrag.com/glossary/#term-demo-tracks)

[Link to this term](https://shadowfrag.com/glossary/#term-monotonic-clock)

### Movement FPS

Movement & combat

A first-person shooter in which learning how to move creates useful ways to attack, dodge and reach objectives. In SHADOWFRAG, the same movement tools connect arena fights, Shogun and training.

**Read definition**

Also covers: movement shooter.

FPS here means **first-person shooter**: you aim from your ninja’s viewpoint. Movement FPS describes a shooter where choosing and combining routes matters alongside aiming.

In SHADOWFRAG, directional leaps, air steps, chi-jumps and shadow warps can change a landing or open a firing angle. Those tools remain central when the objective changes from a duel to carrying a flag or reinforcing a Shogun settlement. It is a description of the game’s emphasis, rather than a separate match mode or a promise about frame rate. [Explore the game](https://shadowfrag.com/game/).

Related terms:[Directional leap](https://shadowfrag.com/glossary/#term-directional-leap)[Air step](https://shadowfrag.com/glossary/#term-air-step)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)

[Link to this term](https://shadowfrag.com/glossary/#term-movement-fps)

## N

### Native demo

Tools & testing

A recording of game state and events that the game can reconstruct for playback. It supports seeking and different cameras, unlike a video limited to the recorded viewpoint.

**Read definition**

Also covers: native demos, demo recording, demo recordings, recorded demo, demo playback, competitive recording.

Native demos retain enough state and events for the renderer to reconstruct a match. The viewer offers pause, seeking, playback speed, player follow and free camera. Opening playback leaves the live match and cannot send recorded input back to a server.

Competitive review combines server evidence with participant tracks collected after the match. Ordinary clients record only what they received. Missing information stays visible rather than becoming invented inventory or position evidence. Reconstructed playback does not prove exact monitor pixels or automatically expose an external cheat overlay.

Related terms:[Demo tracks](https://shadowfrag.com/glossary/#term-demo-tracks)[Hash chain](https://shadowfrag.com/glossary/#term-hash-chain)[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)

[Link to this term](https://shadowfrag.com/glossary/#term-native-demo)

### Native resolution

Performance & graphics

Rendering the scene at the output’s own pixel dimensions rather than a different internal size. Render scale changes that internal workload; it is separate from field of view.

**Read definition**

Also covers: native-resolution scene, render scale, scaled scene, scaled scenes.

At native resolution, the scene and the intended output use matching pixel dimensions. A lower or higher render scale draws the scene at a different size and requires scaling for the output.

Changing pixel count affects image detail and GPU work, while field of view changes how much of the world the camera includes. SHADOWFRAG’s native direct path can skip a composition pass only when its conditions hold; scaled rendering and FXAA still need their appropriate targets. An ultrawide image is also a distinct shape, not simply a faster or slower preset.

Related terms:[GPU](https://shadowfrag.com/glossary/#term-gpu)[FXAA](https://shadowfrag.com/glossary/#term-fxaa)[Field of view](https://shadowfrag.com/glossary/#term-field-of-view)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)

[Link to this term](https://shadowfrag.com/glossary/#term-native-resolution)

### Navigation graph

Matches & maps

The connected routes a bot can use to plan a journey. A bridge can be walkable for a person yet missing from this graph, leaving bots unable to plan the same crossing.

**Read definition**

Also covers: navigation graphs, route planning, pathfinding, bot navigation.

A navigation graph represents places and valid connections for a route planner. Bots use it to choose how to reach an objective, then apply real movement commands along the route.

This is why a visual map inspection is insufficient: cover beside the southern Highlands bridge disconnected nearby sampled routes even though its center was physically walkable. Repairing the graph connection restored a practical crossing. Planning frequency and work are bounded, so the AI does not search the whole world every rendered frame.

Related terms:[Bot](https://shadowfrag.com/glossary/#term-bot)[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Shogun Highlands](https://shadowfrag.com/glossary/#term-shogun-highlands)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)

[Link to this term](https://shadowfrag.com/glossary/#term-navigation-graph)

### Net ability

Movement & combat

A separate thrown ability that halves an eligible enemy’s horizontal movement for two seconds. It does no damage and recharges for 40 seconds after a throw.

**Read definition**

Also covers: net ability cooldown, net cast, net casts.

The net is bound to F by default and does not require switching weapons or interrupting a drawn bow. It travels visibly, stops at solid cover or its first eligible enemy, and leaves armor and shields intact.

The slow affects horizontal movement while preserving jump height, steering and weapon use. Shadow warps remain available. Another net cannot stack or refresh an active slow. Death does not reset the throwing cooldown. Net contact has its own confirmation and is excluded from damaging-weapon hit percentage.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Cooldown](https://shadowfrag.com/glossary/#term-cooldown)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Hit percentage](https://shadowfrag.com/glossary/#term-hit-percentage)

[Link to this term](https://shadowfrag.com/glossary/#term-net-ability)

### Netcode

Networking

The systems that turn local input, server decisions and network messages into one playable fight. Movement response, remote animation and confirmed hits solve different timing problems.

**Read definition**

Netcode includes sending input, predicting local movement, accepting server corrections, reconstructing other players and confirming combat. The transport library carries bytes, while the game’s own rules decide what those bytes mean.

Good local response does not prove that remote state is fresh, and a fast server tick does not prove that a result reached your client quickly. SHADOWFRAG measures these stages separately. No single ping, tick-rate or bandwidth number describes the entire experience. [Explore the netcode and its retained measurements](https://shadowfrag.com/netcode/).

Related terms:[Client prediction](https://shadowfrag.com/glossary/#term-client-prediction)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)[Latency](https://shadowfrag.com/glossary/#term-latency)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)

[Link to this term](https://shadowfrag.com/glossary/#term-netcode)

### Network packet

Networking

A bounded chunk of data sent through the network. A packet is a delivery unit, not necessarily one game action or one complete scene.

**Read definition**

Also covers: network packets, packet, packets.

Networking wraps data in packets with the information needed at each layer. SHADOWFRAG game records are encoded inside QUIC traffic carried by UDP and IP. Their boundaries need not match: one delivery can carry several records, while a large scene needs multiple fragments.

Losing a packet can therefore affect several records or leave a scene incomplete. The game needs identities, fragment validation and appropriate recovery rather than assuming each received packet is one new accepted action.

Related terms:[Datagram](https://shadowfrag.com/glossary/#term-datagram)[QUIC](https://shadowfrag.com/glossary/#term-quic)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Packet loss](https://shadowfrag.com/glossary/#term-packet-loss)

[Link to this term](https://shadowfrag.com/glossary/#term-network-packet)

### Ninja stars

Movement & combat

A projectile weapon with four quick throws before reloading. Its finite magazine makes burst timing different from rail or a drawn bow.

**Read definition**

Also covers: ninja star, star magazine, star magazines.

Ninja stars let you make four quick throws, then require a reload. Each star has travel time and server-checked contact, so a fast sequence still asks you to lead or track a moving target.

Magazine and reload state belong to the game rules. Switching weapons does not create ammunition or bypass the shared weapon timing. A star-heavy networking fixture produces frequent projectile launch and terminal records; its measured cost depends on the encounter rather than a universal price per star user.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Cooldown](https://shadowfrag.com/glossary/#term-cooldown)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)

[Link to this term](https://shadowfrag.com/glossary/#term-ninja-stars)

## O

### Outpost

Matches & maps

A supporting Shogun objective paired with a settlement. Taking or contesting an outpost can block an attack and cut that settlement’s forward supply.

**Read definition**

Also covers: outposts, linked outpost, linked outposts.

Every Shogun settlement has two linked outposts. An attacker needs both to open the settlement, giving a smaller group useful work away from the main court.

An outpost phase takes eight uncontested seconds. Neutralizing an enemy owner and then claiming the point are separate phases; extra bodies do not accelerate either. Outposts enable attacks and supply, but do not count as settlements for territory ticket drain or settlement income.

Related terms:[Settlement](https://shadowfrag.com/glossary/#term-settlement)[Supply](https://shadowfrag.com/glossary/#term-supply)[Tickets](https://shadowfrag.com/glossary/#term-tickets)[Shogun gold](https://shadowfrag.com/glossary/#term-gold)

[Link to this term](https://shadowfrag.com/glossary/#term-outpost)

## P

### p99

Performance & graphics

A value at or above about 99 out of 100 measured samples. The remaining roughly 1 in 100 can be slower, so p99 is neither the worst sample nor a promise for every future action.

**Read definition**

Also covers: 99th percentile, 99th-percentile.

Sort measured values from smallest to largest. The 99th percentile, p99, lies near the point where 99% are at or below it. For example, a 30 ms feedback p99 says roughly 99 out of 100 measured feedback times were no more than 30 ms; some can be higher. Histogram buckets and calculation methods affect precision.

The current capacity report takes the largest p99 calculated separately for each client. That is a worst-client percentile, not a percentile pooled across all clients and not the maximum observed sample. Population, duration, sample count and workload remain essential context. p99.9 uses the corresponding 99.9% point.

Related terms:[p99.9](https://shadowfrag.com/glossary/#term-p999)[Tail latency](https://shadowfrag.com/glossary/#term-tail-latency)[Median](https://shadowfrag.com/glossary/#term-median)[Arithmetic mean](https://shadowfrag.com/glossary/#term-mean)[Position age](https://shadowfrag.com/glossary/#term-position-age)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)

[Link to this term](https://shadowfrag.com/glossary/#term-p99)

### p99.9

Performance & graphics

A value at or above about 999 out of 1,000 measured samples. Roughly 1 in 1,000 can be slower, so this still is not the maximum or a guarantee for every future action.

**Read definition**

Also covers: 99.9th percentile, 99.9th-percentile.

p99.9 is the 99.9th percentile. It looks farther into the slow end of a distribution than p99: about 999 out of 1,000 measured values are at or below it, subject to the calculation and histogram resolution.

The capacity screen uses p99.9 server tick time alongside p99 and other criteria. Rare-event interpretation needs enough samples and independent repeated runs; displaying more decimal places does not create that evidence. A server tick percentile also says nothing by itself about client state freshness or physical input response.

Related terms:[p99](https://shadowfrag.com/glossary/#term-p99)[Tail latency](https://shadowfrag.com/glossary/#term-tail-latency)[Server tick time](https://shadowfrag.com/glossary/#term-server-tick-time)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-p999)

### Pacing

Networking

Scheduling when packets may leave instead of sending every ready byte in a burst. The adapter must respect the transport’s actual release contract and avoid adding an obsolete wait.

**Read definition**

Also covers: packet pacing, pacing deadline, pacing deadlines.

Pacing spaces traffic over time according to transport and rate-control decisions. It differs from congestion control’s limit on outstanding traffic and from a configured application byte budget.

SHADOWFRAG’s native adapter must honor each backend’s contract. Prepared Quiche packets carry their scheduled send time, while a successful nonempty PicoQUIC preparation is already ready under its native pacing. A previously cached wake must not delay that ready packet. An adapter timing histogram is meaningful only for the particular stage it measures.

Related terms:[CUBIC](https://shadowfrag.com/glossary/#term-cubic)[PicoQUIC](https://shadowfrag.com/glossary/#term-picoquic)[Quiche](https://shadowfrag.com/glossary/#term-quiche)[Readiness-based wait](https://shadowfrag.com/glossary/#term-readiness-wait)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-pacing)

### Packet loss

Networking

Packets failing to reach the receiver. Recovery can protect important outcomes, while fresh movement may be better served by newer state than a late copy of an old snapshot.

**Read definition**

Also covers: lost packet, lost packets, packet drops.

A network packet can disappear or arrive too late to be useful. The application and transport must decide what to repeat, what to acknowledge and what can expire.

SHADOWFRAG repeats recent movement commands, tracks complete-scene receipts and recovers durable action and projectile results. Cosmetic cues can have a shorter useful lifetime. A QUIC counter labeled considered-lost records the transport’s inference; it is not a direct count of physical network drops, because reordering and delayed acknowledgement can influence that inference.

Related terms:[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)[QUIC](https://shadowfrag.com/glossary/#term-quic)

[Link to this term](https://shadowfrag.com/glossary/#term-packet-loss)

### Packet recovery

Networking

Repeating or replacing missing information so a dropped packet does not erase a necessary move or outcome. Recovery must keep the original identity so a retry cannot become another shot.

**Read definition**

Also covers: loss recovery, retransmission, retransmissions, redundant delivery.

Different information needs different recovery. Recent inputs can repeat until acknowledged. A newer complete scene can replace an old partial one. A projectile launch or terminal record needs its own receipt so eventual outcomes remain known.

Retries create traffic and work, and can worsen queues if unmanaged. SHADOWFRAG bounds recovery and keeps duplicate identities, with separate timing for projectile lifecycles and action or hit results. Receiving another copy must not execute movement, apply damage or play confirmed feedback twice.

Related terms:[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Action identity](https://shadowfrag.com/glossary/#term-action-identity)[Receipt journal](https://shadowfrag.com/glossary/#term-receipt-journal)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-packet-recovery)

### Paged storage

Performance & graphics

Growing player and projectile storage in stable blocks as needed. It avoids repeatedly processing capacity that a smaller match has never constructed, while keeping numeric slots and references stable.

**Read definition**

Also covers: paged state, stable pages, lazily allocated pages, bounded prefix storage.

The current implementation allocates stable pages for player and projectile state. Growth preserves numeric identities and borrowed references; reused storage is reset before exposure. Simulation, history and presentation follow the constructed extent.

This removes work from ordinary smaller matches without changing movement or combat rules. It does not promise that every operation scales only with active players: a sparse state using a high numeric slot can still involve a larger prefix. Storage capacity also does not authorize a higher playable population.

Related terms:[CPU](https://shadowfrag.com/glossary/#term-cpu)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-paged-storage)

### Paired comparison

Tools & testing

Comparing two runs with deliberately matched conditions so a particular change is easier to inspect. Matching helps isolate a difference, but one pair does not establish a universal cost.

**Read definition**

Also covers: paired comparisons, matched pair, matched pairs, matched comparison, matched comparisons, active/unused pairs, active/unused pair.

A before-and-after pair can use the same map, camera, equipment schedule and machine. An active/unused feature pair keeps declared permissions while changing whether the feature is exercised. The exact control matters: changing the workload or cohorts can introduce other differences.

Background activity and run order can still affect results, so repeated clean pairs and retained failures improve interpretation. Deaths or replenishment can change how many actions actually occur. A measured traffic difference is conditional on that encounter and cannot automatically become a fixed per-user price.

Related terms:[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Seed](https://shadowfrag.com/glossary/#term-seed)[Marginal cost](https://shadowfrag.com/glossary/#term-marginal-cost)[Qualification](https://shadowfrag.com/glossary/#term-qualification)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)

[Link to this term](https://shadowfrag.com/glossary/#term-paired-comparison)

### PCM audio

Tools & testing

Audio stored as direct waveform samples. SHADOWFRAG uses mono 16-bit samples at 48 kHz: one channel with 48,000 sample values per second, prepared before playback.

**Read definition**

Also covers: PCM, PCM16, mono PCM, mono 48 kHz PCM, 48 kHz PCM.

PCM means pulse-code modulation. In the game’s format, each waveform sample is a 16-bit value and 48 kHz means 48,000 samples per second per channel. Mono stores one channel. This sample rate is unrelated to simulation ticks or display refresh.

Sound Studio converts supported WAV or MP3 imports to the prepared runtime format and keeps their originals. WAV is a file container and MP3 is a compressed audio format; naming an imported file does not mean the callback decodes it during play. Prepared PCM consumes memory in exchange for predictable playback work.

Related terms:[Sound Studio](https://shadowfrag.com/glossary/#term-sound-studio)[Audio callback](https://shadowfrag.com/glossary/#term-audio-callback)[Audio cue](https://shadowfrag.com/glossary/#term-audio-cue)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)

[Link to this term](https://shadowfrag.com/glossary/#term-pcm-audio)

### PicoQUIC

Networking

One implementation of the QUIC transport. PicoQUIC with CUBIC is the current default for new SHADOWFRAG game, Practice and dedicated-server launches.

**Read definition**

Also covers: Picoquic backend.

A QUIC implementation is library code that handles the transport’s connections, packets and delivery mechanisms. SHADOWFRAG’s adapter connects PicoQUIC to its own scheduling and gameplay protocol.

Current launches default to PicoQUIC/CUBIC after retained direct and impaired comparisons; Quiche/CUBIC remains selectable. This does not establish that one library is faster on every machine or connection, nor change combat validation or the 64-player limit. The upstream project describes its scope in the [PicoQUIC repository](https://github.com/private-octopus/picoquic).

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[CUBIC](https://shadowfrag.com/glossary/#term-cubic)[Quiche](https://shadowfrag.com/glossary/#term-quiche)[Pacing](https://shadowfrag.com/glossary/#term-pacing)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-picoquic)

### Player cap

Matches & maps

The current configured maximum of 64 players, including bots. A larger map, storage capacity or successful research workload does not raise this hosting limit.

**Read definition**

Also covers: server limit, player limit, player ceiling, shipping cap, shipping player cap, 64-player limit.

SHADOWFRAG applies the same 64-player bound across setup, planning, startup and admission. Bots occupy places within that total. A setting imported from a larger stress fixture does not authorize a larger ordinary match.

Three clean 128-client Highlands FFA confirmations establish a conditional wired-LAN research result with declared equipment and synthetic clients. Dense higher-count encounters and full Shogun AI need separate evidence. Research can inform a future limit; it does not silently change the current one.

Related terms:[Bot](https://shadowfrag.com/glossary/#term-bot)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Qualification](https://shadowfrag.com/glossary/#term-qualification)[Shogun Highlands](https://shadowfrag.com/glossary/#term-shogun-highlands)

[Link to this term](https://shadowfrag.com/glossary/#term-player-cap)

### Position age

Networking

How old the received position state is in the capacity study. Its reported worst-client p99 is the largest of the separate clients’ 99th-percentile ages, rather than a pooled or absolute worst sample.

**Read definition**

Also covers: position-age, received-position age, received position age.

Position age measures freshness of the world state reaching clients. The current capacity campaign reports it independently from server tick work and weapon-request feedback, because each can fail while another looks healthy.

The published aggregate selects the largest individual-client p99. For example, a 25 ms worst-client p99 does not mean that every position for every client arrived within 25 ms, or that the scene was drawn on a monitor within that time. It remains conditional on the test’s clock estimate, workload and sampling.

Related terms:[Scene age](https://shadowfrag.com/glossary/#term-scene-age)[p99](https://shadowfrag.com/glossary/#term-p99)[Server tick time](https://shadowfrag.com/glossary/#term-server-tick-time)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)

[Link to this term](https://shadowfrag.com/glossary/#term-position-age)

### Precision Dojo

Matches & maps

Offline aim practice using SHADOWFRAG’s actual ninjas, movement and rail, bow or stars. Fourteen forms isolate movement reads; results compare practice conditions rather than assign a universal skill rating.

**Read definition**

Also covers: Local Training, Aerial Mastery, Stillwater Court.

Precision Dojo runs in the client without starting a server or contacting an online service. Foundations isolates aiming problems; Aerial Mastery puts you and opponents into flight, with optional return fire and automatic chi relaunch.

Your sensitivity, bindings, field of view and weapon rules apply. Cadence changes the exercise pattern rather than scaling hitboxes or projectile speed. The dedicated training space is Stillwater Court. It is separate from the multiplayer map named Dojo, historically Cloud Dojo, and does not add another map to the multiplayer roster. Mean time alive measures eliminated practice ninjas’ lifetimes, not reaction time.

Related terms:[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Bow draw](https://shadowfrag.com/glossary/#term-bow-draw)[Hit percentage](https://shadowfrag.com/glossary/#term-hit-percentage)[Seed](https://shadowfrag.com/glossary/#term-seed)[Arithmetic mean](https://shadowfrag.com/glossary/#term-mean)

[Link to this term](https://shadowfrag.com/glossary/#term-precision-dojo)

### Projectile

Movement & combat

A moving arrow, star, grenade or net whose travel creates time to lead, dodge or reach cover. The server decides contact along its flight.

**Read definition**

Also covers: projectiles, ballistic projectile, ballistic projectiles, ballistics.

Projectiles occupy the world over time rather than resolving as an instant rail trace. Their launch speed, gravity where applicable, lifetime and collision rules determine where they can go.

SHADOWFRAG’s client predicts the visual flight for immediate response; the server approves the launch and checks contact with cover and moving players. It checks the interval between simulation steps, not only isolated positions. Projectile travel time is intentional gameplay time and is separate from the delay in receiving launch confirmation. Nets travel as projectiles but do no damage.

Related terms:[Bow draw](https://shadowfrag.com/glossary/#term-bow-draw)[Ninja stars](https://shadowfrag.com/glossary/#term-ninja-stars)[Shrapnel](https://shadowfrag.com/glossary/#term-shrapnel)[Net ability](https://shadowfrag.com/glossary/#term-net-ability)[Swept collision](https://shadowfrag.com/glossary/#term-swept-collision)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)

[Link to this term](https://shadowfrag.com/glossary/#term-projectile)

### Projectile lifecycle

Networking

The networked start and finish of a projectile’s flight. Launch and impact or expiry have separate receipts, so a late launch cannot bring an already-finished arrow back.

**Read definition**

Also covers: projectile lifecycles, terminal record, terminal records, launch record, launch records.

The launch record gives the client the approved origin, velocity, timing and identity needed to reconstruct flight. A terminal record says the projectile hit or expired. The detailed path can be drawn locally instead of streaming every position.

Either record can arrive first under reordering. Retaining the terminal identity prevents a delayed launch from resurrecting a finished projectile. Lifecycle recovery differs from the action’s launch-acceptance and hit-result feedback, and every path still leaves collision and damage with the server.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)

[Link to this term](https://shadowfrag.com/glossary/#term-projectile-lifecycle)

## Q

### Qualification

Tools & testing

Deciding whether a particular build and workload satisfy stated requirements under stated conditions. A successful diagnostic run or LAN screen does not automatically qualify broader Internet play.

**Read definition**

Also covers: release qualification, Internet qualification, research envelope, qualified workload, confirmation screen, predeclared screen.

A qualification needs declared criteria and evidence appropriate to the claim. The current capacity screen checks server work, state age, feedback, generator timing, client validity and input handoffs, then requires clean repeated confirmations.

Passing establishes the declared research envelope, not every map, mode, machine or connection. Full rendering, audio, Shogun AI, hardware-event latency and Internet conditions need their own integrated evidence. The game’s shipping player cap is a separate configured policy. A missing measurement is unavailable, not a zero or a pass.

Related terms:[Player cap](https://shadowfrag.com/glossary/#term-player-cap)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Input-buffer handoff](https://shadowfrag.com/glossary/#term-input-buffer-handoff)[p99](https://shadowfrag.com/glossary/#term-p99)

[Link to this term](https://shadowfrag.com/glossary/#term-qualification)

### Queue

Networking

Work or data waiting for a later stage. A busy queue can make a fast server deliver an old fight; allowing it to grow is not the same as improving delivery.

**Read definition**

Also covers: queues, queueing, queuing, backlog, backpressure.

Input, encoded records, native transport output and renderer submissions can each wait in separate queues. A stage accepting an item does not prove the next stage sent, decoded or displayed it.

SHADOWFRAG bounds queues and gives urgent results, fresh scene fragments, durable records and cosmetics bounded service turns. Backpressure means a later stage cannot currently accept more work. Keeping everything forever can increase age and memory; replaceable stale scenes and durable outcomes need different policies.

Related terms:[Scene age](https://shadowfrag.com/glossary/#term-scene-age)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)[Receipt journal](https://shadowfrag.com/glossary/#term-receipt-journal)[Pacing](https://shadowfrag.com/glossary/#term-pacing)[Render queue](https://shadowfrag.com/glossary/#term-render-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-queue)

### QUIC

Networking

A secure network transport built over UDP. SHADOWFRAG uses it to carry time-sensitive datagrams alongside reliable control data; it does not replace the game’s combat rules.

**Read definition**

Also covers: native QUIC.

QUIC provides encrypted connections and reliable streams over UDP. Its datagram extension also carries messages without requiring retransmission by the transport, useful when a newer movement scene can replace an older one.

SHADOWFRAG places prediction, shot references, deadlines and application receipts above that transport. QUIC delivery cannot by itself prove that the game decoded a scene or accepted an action. A transport name is not a measured latency result. See the [QUIC standard](https://www.rfc-editor.org/rfc/rfc9000.html) and [datagram extension](https://www.rfc-editor.org/rfc/rfc9221.html).

Related terms:[Datagram](https://shadowfrag.com/glossary/#term-datagram)[Reliable stream](https://shadowfrag.com/glossary/#term-reliable-stream)[PicoQUIC](https://shadowfrag.com/glossary/#term-picoquic)[Quiche](https://shadowfrag.com/glossary/#term-quiche)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)

[Link to this term](https://shadowfrag.com/glossary/#term-quic)

### Quiche

Networking

Cloudflare’s QUIC implementation and a selectable SHADOWFRAG transport backend. Earlier LAN investigations used it; those results should retain their backend and date.

**Read definition**

Also covers: Quiche backend.

Quiche is a QUIC implementation used through SHADOWFRAG’s native transport adapter. It carries the same game-level movement, references, identities and receipt rules as the other backend.

Quiche/CUBIC remains selectable while PicoQUIC/CUBIC is the current default. A measured change in one backend’s adapter cannot be claimed as a LAN speedup for the other backend. Comparisons need matched builds, conditions and timing stages. See the upstream [Quiche project](https://github.com/cloudflare/quiche).

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[PicoQUIC](https://shadowfrag.com/glossary/#term-picoquic)[CUBIC](https://shadowfrag.com/glossary/#term-cubic)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)

[Link to this term](https://shadowfrag.com/glossary/#term-quiche)

## R

### Railgun

Movement & combat

SHADOWFRAG’s instant-trace precision weapon. The server checks the shot’s eligible aiming reference and target history; the visible beam is an effect, not a flying projectile.

**Read definition**

Also covers: railguns, rail gun, rail guns.

A rail shot uses a hitscan trace rather than an arrow that takes time to reach the target. The server checks the aim, permitted origin, cover, historical target reference and current damage eligibility before confirming the outcome.

Shinobi, Spear, Thunder and Arctic are cosmetic rail models with the same weapon rules. A lingering beam does not keep dealing damage, and changing models does not bypass the cooldown. Railguns are excluded from Shogun’s equipment pool.

Related terms:[Hitscan](https://shadowfrag.com/glossary/#term-hitscan)[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)[Historical hit check](https://shadowfrag.com/glossary/#term-historical-hit-check)[Cooldown](https://shadowfrag.com/glossary/#term-cooldown)

[Link to this term](https://shadowfrag.com/glossary/#term-railgun)

### Raw mouse input

Performance & graphics

Using mouse movement directly for aim rather than smoothing it or multiplying it by frame duration. Sensitivity still sets how far a given movement turns your view.

**Read definition**

Also covers: raw input, mouse smoothing.

SHADOWFRAG’s mouse aim does not add smoothing or a frame-time multiplier. Your configured sensitivity maps movement to rotation, and per-weapon or zoom settings can adjust the aiming setup.

Direct input handling is only part of response. Device delivery, operating-system events, service scheduling and the display path still take time. A steady crosshair or high frame counter therefore does not by itself measure physical mouse-to-display latency.

Related terms:[Input latency](https://shadowfrag.com/glossary/#term-input-latency)[Field of view](https://shadowfrag.com/glossary/#term-field-of-view)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)

[Link to this term](https://shadowfrag.com/glossary/#term-raw-mouse-input)

### Readiness-based wait

Networking

Letting the network worker sleep until packets, outgoing work or a useful deadline need attention. It avoids repeatedly waking an idle worker without removing the work’s timing rules.

**Read definition**

Also covers: readiness-based waits, socket readiness, event-driven wait, event-driven waits, network worker, network workers.

A network worker handles transport work outside the drawing loop. Native readiness mechanisms notify it when a socket can do useful work; queued output and deadlines can wake it too.

The current implementation replaces an unconditional 100-microsecond idle polling ceiling with useful waits. It still has to serve fresh scene fragments, urgent results, durable state and cosmetics fairly. Sleeping when idle does not allow movement deadlines, authenticated ingress checks or pacing to be skipped.

Related terms:[Pacing](https://shadowfrag.com/glossary/#term-pacing)[Queue](https://shadowfrag.com/glossary/#term-queue)[Input deadline](https://shadowfrag.com/glossary/#term-input-deadline)[CPU](https://shadowfrag.com/glossary/#term-cpu)[Immutable publication](https://shadowfrag.com/glossary/#term-immutable-publication)

[Link to this term](https://shadowfrag.com/glossary/#term-readiness-wait)

### Receipt journal

Networking

The game’s tracked durable records and their delivery ownership. A retry may own only one unsent plaintext attempt, preventing another queued copy while the first still waits.

**Read definition**

Also covers: reliable journal, journal receipt, journal receipts, unsent plaintext attempt.

A reliable application record remains recoverable until its valid acknowledgement arrives. The journal tracks that identity, retry timing and whether an unsent attempt is already owned by the application or native adapter queue.

The current rule permits at most one such queued plaintext attempt per receipt. Acknowledgement can cancel that ownership, but bytes already packetized by QUIC cannot be recalled. This therefore does not promise that the wire carries only one copy. Projectile-lifecycle timing and action or hit-result timing remain separate.

Related terms:[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Action identity](https://shadowfrag.com/glossary/#term-action-identity)[Projectile lifecycle](https://shadowfrag.com/glossary/#term-projectile-lifecycle)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-receipt-journal)

### Reconciliation

Networking

Updating your predicted movement from the server’s answer, then reapplying newer inputs. It brings the local view back into agreement without throwing away movement the server has not processed yet.

**Read definition**

Also covers: snapshot replay, prediction replay, input replay, server correction, server corrections.

A server update identifies the authoritative movement state and which commands it has already executed. The client restores that state, then replays only the newer commands still awaiting acceptance.

The replay must retain details such as chi readiness, bow state and shadow transitions so the same inputs produce the intended movement. A correction may be visible if the views diverged. This local command replay is narrower than rolling back an entire match, and is separate from playing a saved demo.

Related terms:[Client prediction](https://shadowfrag.com/glossary/#term-client-prediction)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)[Input epoch](https://shadowfrag.com/glossary/#term-input-epoch)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)[Native demo](https://shadowfrag.com/glossary/#term-native-demo)

[Link to this term](https://shadowfrag.com/glossary/#term-reconciliation)

### Reliable stream

Networking

A transport channel that restores missing data and delivers its bytes in order. Useful control records can wait for recovery, while short-lived movement state may need a fresher message instead.

**Read definition**

Also covers: reliable streams, reliable control data.

A reliable stream presents ordered bytes even when packets are lost or reordered. QUIC can maintain separate streams within a connection; application framing still tells the game which records those bytes contain.

Reliability does not make delivery instant. Missing earlier bytes can delay later bytes on the same stream, while congestion and queues still affect the connection. SHADOWFRAG combines reliable control with datagrams and game-specific receipts so different information can follow its appropriate lifetime. See the [QUIC transport standard](https://www.rfc-editor.org/rfc/rfc9000.html).

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[Datagram](https://shadowfrag.com/glossary/#term-datagram)[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Queue](https://shadowfrag.com/glossary/#term-queue)[Roster baseline](https://shadowfrag.com/glossary/#term-roster-baseline)

[Link to this term](https://shadowfrag.com/glossary/#term-reliable-stream)

### Render queue

Performance & graphics

The bounded handoff of prepared scenes to the renderer. Submission is recorded for gameplay references, but does not prove that the GPU or monitor displayed the frame.

**Read definition**

Also covers: renderer queue, CPU render queue, CPU renderer queue, submitted scene, submitted scenes.

SHADOWFRAG’s rendering consumes immutable scene publications. A successful handoff to the application’s bounded CPU renderer queue records the submitted view used by the gameplay reference contract.

Further rendering, GPU execution, compositor and display work follow. Cancelling or superseding later presentation does not retroactively replace a reference already assigned to input. Keeping these stages distinct lets the game preserve action chronology without pretending to measure actual monitor pixels.

Related terms:[Hit reference](https://shadowfrag.com/glossary/#term-hit-reference)[Immutable publication](https://shadowfrag.com/glossary/#term-immutable-publication)[GPU](https://shadowfrag.com/glossary/#term-gpu)[Input latency](https://shadowfrag.com/glossary/#term-input-latency)[Queue](https://shadowfrag.com/glossary/#term-queue)

[Link to this term](https://shadowfrag.com/glossary/#term-render-queue)

### Revision pinning

Tools & testing

Keeping an edit or placed asset tied to a known version. A newer library import or late background compile cannot silently overwrite the version an author already tested.

**Read definition**

Also covers: asset revision, asset revisions, document revision, document revisions, pinned revision, pinned revisions, revision guard, revision guards.

A revision identifies a particular state of an editable document or asset. Map Studio instances pin the asset revision they use, so importing a replacement does not automatically rebuild existing routes around it.

Background compilation also checks the document revision before replacing a preview or launching a playtest. Texture Workshop’s undo refuses to overwrite files changed since its batch. These guards make authoring changes reviewable and reversible; they do not themselves prove that the chosen revision is balanced or correct.

Related terms:[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Texture Workshop](https://shadowfrag.com/glossary/#term-texture-workshop)[Content hash](https://shadowfrag.com/glossary/#term-content-hash)[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)

[Link to this term](https://shadowfrag.com/glossary/#term-revision-pinning)

### Roster baseline

Networking

The complete identity and appearance information a client needs before smaller roster updates make sense. Appearance stays fixed for the round, reducing repeated wardrobe data without changing combat.

**Read definition**

Also covers: reliable roster, occupant-bound roster, appearance cache, round-locked appearance.

A joining viewer receives a reliable baseline identifying participants and their round-locked appearance. Later score-only updates can omit data the client already knows. An appearance chosen in settings applies next round rather than changing the active wardrobe with every movement update.

The baseline is tied to occupant identity, so a reused slot cannot inherit a former player’s name or look. A baseline elsewhere in networking means the accepted starting state for later updates; it must be known and valid before anything depends on it. Startup traffic is separate from steady-state measurements.

Related terms:[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Loadout](https://shadowfrag.com/glossary/#term-loadout)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Compact encoding](https://shadowfrag.com/glossary/#term-compact-encoding)

[Link to this term](https://shadowfrag.com/glossary/#term-roster-baseline)

### RTT

Networking

Round-trip time: how long a message and its reply take together. An RTT of 40 ms does not mean each direction took exactly 20 ms or that a shot result must arrive within 40 ms.

**Read definition**

Also covers: round-trip time, round trip time, round-trip timing.

RTT measures a journey to another endpoint and back. A timing probe or transport sample can estimate it without subtracting unrelated clocks on two machines. People often call a ping measurement RTT, although tools may include different processing.

The two directions can have unequal delays. Game feedback also includes scheduling and validation, so it is not simply the path RTT. SHADOWFRAG uses validated timing observations for bounded recovery estimates; the estimate cannot authorize an action beyond its gameplay deadline.

Related terms:[Latency](https://shadowfrag.com/glossary/#term-latency)[Jitter](https://shadowfrag.com/glossary/#term-jitter)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Packet recovery](https://shadowfrag.com/glossary/#term-packet-recovery)[Monotonic clock](https://shadowfrag.com/glossary/#term-monotonic-clock)

[Link to this term](https://shadowfrag.com/glossary/#term-rtt)

## S

### Sanitizer

Tools & testing

Development instrumentation that can report certain memory errors or undefined behavior while tests run. A passing run covers the paths exercised, rather than proving all bugs are absent.

**Read definition**

Also covers: sanitizers, sanitizer checks, sanitizer test, sanitizer tests.

Sanitizers add checks to a development build so invalid memory use or other selected programming errors can become visible during execution. They help inspect complex movement, terrain and replay paths beyond whether a test produced the expected answer.

Different sanitizers detect different problems, and instrumentation changes runtime cost. A sanitizer result is therefore correctness evidence for the exercised paths, not a release-performance benchmark or proof that a build has no possible defect.

Related terms:[Headless](https://shadowfrag.com/glossary/#term-headless)[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-sanitizer)

### Scene age

Networking

The estimated age of a received gameplay scene compared with current server time. A server can simulate quickly while a client is still receiving old state.

**Read definition**

Also covers: snapshot age, raw scene age, raw scene-age, scene-age.

Scene age asks how old the delivered world description is, using its simulation timestamp and the client’s estimated server time. It exposes delivery, assembly or scheduling delay that a server tick timer alone cannot reveal.

It is not the time to render the scene, a physical mouse-to-display measurement or necessarily the extra buffering used to draw remote animation. A percentile also describes a distribution rather than a maximum. Read each study’s exact sampling definition and clock assumptions before comparing values.

Related terms:[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)[Position age](https://shadowfrag.com/glossary/#term-position-age)[Server tick time](https://shadowfrag.com/glossary/#term-server-tick-time)[p99](https://shadowfrag.com/glossary/#term-p99)[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)

[Link to this term](https://shadowfrag.com/glossary/#term-scene-age)

### Seed

Tools & testing

A starting value for a repeatable generated sequence. Using the same seed can reproduce an exercise or workload pattern, but does not make an entire networked match identical.

**Read definition**

Also covers: seeds, random seed, random seeds.

A seeded generator produces a defined sequence from its starting value. Precision Dojo uses the same setup and seed to reproduce the same uninterrupted movement pattern, helping you change one practice condition at a time.

Capacity workloads use seeds for declared action schedules and offsets. Real scheduling, network timing, deaths and contacts can still differ, and the seed does not replace the server’s independent combat-order key. Reproducing a whole match requires more evidence than one seed value.

Related terms:[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)[Native demo](https://shadowfrag.com/glossary/#term-native-demo)

[Link to this term](https://shadowfrag.com/glossary/#term-seed)

### Server tick time

Performance & graphics

How long the server spends doing a measured simulation step’s work. It must fit the step’s schedule, but does not measure how quickly clients receive fresh state or action results.

**Read definition**

Also covers: tick time, tick work, whole-tick time, server tick duration.

The server tick timer measures the work included in the harness’s whole-tick boundary. At a 128 Hz simulation, the step represents 7.8125 ms of game time; the actual computation can take much less or overrun its intended schedule.

A short tick is necessary evidence about server workload, but transport queues, fragmented scene assembly or client scheduling can still fall behind. The capacity study therefore checks tick percentiles alongside position age, feedback and generator timing. A whole-tick timer is not a separately instrumented receive-to-enqueue critical path.

Related terms:[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Position age](https://shadowfrag.com/glossary/#term-position-age)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[p99](https://shadowfrag.com/glossary/#term-p99)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)

[Link to this term](https://shadowfrag.com/glossary/#term-server-tick-time)

### Settlement

Matches & maps

One of Shogun’s six main territory objectives. An attack needs both linked outposts secured and uncontested; holding settlements determines territory ticket drain.

**Read definition**

Also covers: settlements, capture court, capture courts.

Each settlement has two supporting outposts. An attacking team must own both without a contest before neutralizing or claiming the settlement. An enemy-owned point must first be neutralized, then captured.

A settlement phase takes twelve uncontested seconds in the current rules. More teammates do not speed it up, and opposing presence stops progress. Cutting supply does not immediately erase settlement ownership: an attacker must still take the point. The court is the eligible capture area, not merely its map marker.

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Outpost](https://shadowfrag.com/glossary/#term-outpost)[Supply](https://shadowfrag.com/glossary/#term-supply)[Tickets](https://shadowfrag.com/glossary/#term-tickets)

[Link to this term](https://shadowfrag.com/glossary/#term-settlement)

### Shadow Council

Matches & maps

The contributor program for players helping shape balance, maps, servers, guides and regional events before launch. Contributors receive invitation priority when codes are issued.

**Read definition**

Also covers: Balance Council, Map Makers, Server Moderators, Content & Clip Team.

Shadow Council brings together several kinds of contribution. The Balance Council playtests rules, Map Makers build and refine arenas, Server Moderators administer matches, and the Content & Clip Team makes original guides and footage. Community Shoguns organize regional activity.

These are community roles, not combat classes or Shogun equipment. Anyone can request an invitation; requesting one does not guarantee access. The team reviews Council introductions and priority personally. [See the current roles and invitation process](https://shadowfrag.com/shadow-council/).

Related terms:[Community Shogun](https://shadowfrag.com/glossary/#term-community-shogun)[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Shogun](https://shadowfrag.com/glossary/#term-shogun)

[Link to this term](https://shadowfrag.com/glossary/#term-shadow-council)

### Shadow frag

Movement & combat

A kill caused by physically overlapping an eligible enemy when a shadow warp arrives. It bypasses armor and shields, but cannot kill a teammate or a spawn-protected player.

**Read definition**

Also covers: shadow frags, telefrag, telefrags.

A shadow frag requires actual body overlap at the teleport destination. Passing near someone during the throw or drawing a trail through them does not count, and cover still matters to the arrival contact check.

This is an exception to ordinary armor-then-shield damage: an eligible arrival kills through both layers. Teammates and players under spawn protection are safe. Warping ends the attacker’s own spawn protection. The server confirms the kill; a locally drawn smoke effect does not award it.

Related terms:[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Armor](https://shadowfrag.com/glossary/#term-armor)[Shield](https://shadowfrag.com/glossary/#term-shield)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)

[Link to this term](https://shadowfrag.com/glossary/#term-shadow-frag)

### Shadow warp

Movement & combat

A delayed teleport to your thrown shadow grenade. It preserves momentum and restores the air step; arriving beside a wall also refreshes chi and opens a wall kick.

**Read definition**

Also covers: shadow warps, shadow grenade, shadow grenades.

Press Q with the default bindings to throw a shadow grenade. After its fuse, your ninja warps to the allowed destination. The throw is a movement ability, separate from shrapnel ammunition, and access can be configured by the match rules or bought in Shogun.

The game checks the destination against the full player hull, so a visible gap is not automatically a legal arrival. Momentum continues after the warp, but you do not physically travel through the space between its endpoints. Smoke explains departure and arrival. Only arrival overlap can create a shadow frag; the grenade’s flight and the trail do no damage.

Related terms:[Air step](https://shadowfrag.com/glossary/#term-air-step)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Wall kick](https://shadowfrag.com/glossary/#term-wall-kick)[Shadow frag](https://shadowfrag.com/glossary/#term-shadow-frag)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)

[Link to this term](https://shadowfrag.com/glossary/#term-shadow-warp)

### Shield

Movement & combat

One protection layer that absorbs an ordinary damaging hit before the next unprotected hit can kill. Match settings choose whether shields are absent, spawn-only or restored by kills.

**Read definition**

Also covers: shields, kill-recharged shield, kill-recharged shields.

A shield turns an otherwise lethal ordinary hit into a shield break. Under kill-recharge rules, earning a kill restores your shield; merely waiting does not. The server decides the current shield state and confirmed hit result.

Armor is a separate layer above the shield and does not repair it. Spawn protection is also a separate eligibility rule, not another ordinary shield layer. Shadow frags bypass armor and shields but cannot kill a spawn-protected player.

Related terms:[Armor](https://shadowfrag.com/glossary/#term-armor)[Instagib](https://shadowfrag.com/glossary/#term-instagib)[Shadow frag](https://shadowfrag.com/glossary/#term-shadow-frag)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)

[Link to this term](https://shadowfrag.com/glossary/#term-shield)

### Shogun

Matches & maps

SHADOWFRAG’s two-team territory mode. Jade and Crimson secure outposts, attack settlements, buy equipment with gold and drain the opposing team’s tickets.

**Read definition**

Also covers: Shogun conquest.

Shogun spreads a match across six settlements and twelve supporting outposts on Shogun Highlands. Own both of a settlement’s outposts, with neither contested, to unlock its attack and maintain forward supply.

Teams begin with 400 tickets. Deaths cost tickets, and holding fewer settlements causes periodic territory drain. Gold survives death; bought equipment lasts for the current life. Railguns are unavailable. The current limit is 64 players including bots; the separate 128-client Highlands FFA study does not qualify full Shogun AI or Internet play. [Read the mode guide](https://shadowfrag.com/blog/shogun-conquest/).

Related terms:[Settlement](https://shadowfrag.com/glossary/#term-settlement)[Outpost](https://shadowfrag.com/glossary/#term-outpost)[Supply](https://shadowfrag.com/glossary/#term-supply)[Tickets](https://shadowfrag.com/glossary/#term-tickets)[Shogun gold](https://shadowfrag.com/glossary/#term-gold)[Shogun Highlands](https://shadowfrag.com/glossary/#term-shogun-highlands)

[Link to this term](https://shadowfrag.com/glossary/#term-shogun)

### Shogun gold

Matches & maps

The currency used to buy Shogun equipment. It survives death, while purchased weapons and shadow access last only for the current life.

**Read definition**

Also covers: Shogun wallet.

A Shogun entrant starts with 150 gold. Eligible players earn income away from their own supplied buy zones, receive settlement income and can earn capture rewards. Purchases are available during the respawn wait and at supplied friendly camps.

Gold carries between lives and rounds in the match, but a new match resets it. Bought equipment does not survive death. Shadow is purchased as regenerating access for that life, rather than one consumable throw. The server validates prices, available equipment, location, identity and balance; a displayed shop preview cannot grant an item.

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Supply](https://shadowfrag.com/glossary/#term-supply)[Loadout](https://shadowfrag.com/glossary/#term-loadout)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)

[Link to this term](https://shadowfrag.com/glossary/#term-gold)

### Shogun Highlands

Matches & maps

The large 3,000 × 2,520-world-unit battlefield built for Shogun’s linked settlements and outposts. Its size does not raise the supported player limit.

**Read definition**

Also covers: Highlands.

Shogun Highlands connects six settlement districts through ground routes, six bridge crossings and exposed skyways. Forests, villages, rivers and ridges divide long views into local fights. Every objective remains reachable on foot.

The landscape can also host other objectives. The 128-client research confirmation used spread-out FFA here, with synthetic protocol clients rather than full rendered Shogun players or squad AI. It is one declared workload, not a larger general server permission. [Explore the current map atlas](https://shadowfrag.com/maps/#shogun-highlands).

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Skyway](https://shadowfrag.com/glossary/#term-skyway)[World unit](https://shadowfrag.com/glossary/#term-world-unit)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)[Synthetic protocol client](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)

[Link to this term](https://shadowfrag.com/glossary/#term-shogun-highlands)

### Shrapnel

Movement & combat

The damaging grenade weapon, which bursts on contact and sends fragments that cover can block. It is separate from the shadow grenade used for movement.

**Read definition**

Also covers: shrapnel grenade, shrapnel grenades, impact grenade, impact grenades.

Shrapnel grenades travel through the world and burst when they contact the world or an eligible opponent. The blast and fragments make cover and approach angle matter.

Direct contact, blast and fragments share a victim set, so one explosion cannot remove several protection layers from the same player. Ammunition and replenishment depend on the match. A networking study with frequent respawns may permit different throw counts from another encounter, so it cannot establish one fixed bandwidth cost per grenade holder.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Armor](https://shadowfrag.com/glossary/#term-armor)[Shield](https://shadowfrag.com/glossary/#term-shield)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Marginal cost](https://shadowfrag.com/glossary/#term-marginal-cost)

[Link to this term](https://shadowfrag.com/glossary/#term-shrapnel)

### Skyway

Matches & maps

An exposed fast route across the Highlands using launch pads and high rings. You keep control in the air and must steer the final descent.

**Read definition**

Also covers: skyways.

Shogun Highlands has four bidirectional skyway connections linking distant outposts. Launch pads start the crossing and high rings support the route. Timed air steps help you stay in the stream; chi can break away.

The last ring releases you above the approach instead of placing you on an arrival platform. You can shoot or throw equipment while descending, but a missed route can leave you over a canyon. Walking routes remain available to every objective without purchasing a mobility ability.

Related terms:[Traversal aids](https://shadowfrag.com/glossary/#term-traversal-aid)[Air step](https://shadowfrag.com/glossary/#term-air-step)[Shogun Highlands](https://shadowfrag.com/glossary/#term-shogun-highlands)[Outpost](https://shadowfrag.com/glossary/#term-outpost)

[Link to this term](https://shadowfrag.com/glossary/#term-skyway)

### Smoke test

Tools & testing

A focused check that a build or workflow starts and its important path works. It catches obvious breakage without proving every rule, visual state or performance condition.

**Read definition**

Also covers: smoke tests, native smoke test, UI smoke test, native UI smoke test.

A smoke test exercises a concrete path, such as opening the native menu, entering values, changing a setting or loading a playable scene. It is useful after a broad change because an otherwise successful build may still fail at startup or interaction.

SHADOWFRAG’s native UI checks also inspect layout and interaction across recorded frames and resolutions. Passing those paths is evidence of function, not proof of every possible user action, final balance or Internet capacity. More focused rule tests and human play answer different questions.

Related terms:[Test fixture](https://shadowfrag.com/glossary/#term-test-fixture)[Headless](https://shadowfrag.com/glossary/#term-headless)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-smoke-test)

### Snapshot

Networking

A timestamped description of gameplay state, such as where players are and how they are moving. It is data for reconstructing the fight, rather than a screenshot or video frame.

**Read definition**

Also covers: snapshots, combat scene, combat scenes, canonical scene, canonical scenes.

A network snapshot records gameplay facts at an identified simulation time. SHADOWFRAG’s combat scenes carry the canonical player state needed by the recipient, while private owner corrections and other records have separate jobs.

The client validates and installs a complete scene, then uses timestamped states to draw remote motion. A large scene may arrive in several fragments, so receiving one packet is not proof that the whole scene decoded. Snapshot publication rate, simulation tick rate and rendered frame rate are distinct.

Related terms:[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)[Snapshot rate](https://shadowfrag.com/glossary/#term-snapshot-rate)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Frames per second](https://shadowfrag.com/glossary/#term-frames-per-second)

[Link to this term](https://shadowfrag.com/glossary/#term-snapshot)

### Snapshot interpolation

Networking

Drawing remote players between known timestamped states. A small delay buffer helps absorb uneven packet arrival so every arriving packet does not become a visible jerk.

**Read definition**

Also covers: interpolation buffer, remote interpolation.

The client receives discrete snapshots but draws many images between them. Interpolation chooses a point between eligible earlier and later states to reconstruct smooth remote motion. Its buffer deliberately draws a recent past moment rather than guessing unlimited future movement.

Buffering trades some age for continuity and cannot repair arbitrary packet loss or prolonged stalls. Teleports and respawns mark real discontinuities, so the game must select the proper endpoint rather than draw a player sliding through the gap. Statistical interpolation in the cost calculator is a different use of the word.

Related terms:[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)[Jitter](https://shadowfrag.com/glossary/#term-jitter)[Scene age](https://shadowfrag.com/glossary/#term-scene-age)[Life and warp identity](https://shadowfrag.com/glossary/#term-life-warp-identity)[Interpolation](https://shadowfrag.com/glossary/#term-interpolation-model)

[Link to this term](https://shadowfrag.com/glossary/#term-snapshot-interpolation)

### Snapshot rate

Performance & graphics

How often the server publishes network scenes. The current 64 Hz scene rate means an intended 15.625 ms publication interval, separate from the 128 Hz simulation and your display’s frame rate.

**Read definition**

Also covers: scene rate, scene publication rate, snapshot publication, 64 Hz scenes.

The server can advance game rules more frequently than it publishes a scene for clients. Current SHADOWFRAG movement and combat simulate at 128 Hz, while scenes are published at 64 Hz.

A publication is not an arrival guarantee. Encoding, service turns, transport, loss and assembly all affect when a client can accept a complete scene. Interpolation can draw smooth remote motion between accepted states. None of these rates dictates how many images your GPU renders each second.

Related terms:[Snapshot](https://shadowfrag.com/glossary/#term-snapshot)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)[Scene age](https://shadowfrag.com/glossary/#term-scene-age)[Snapshot interpolation](https://shadowfrag.com/glossary/#term-snapshot-interpolation)[Frames per second](https://shadowfrag.com/glossary/#term-frames-per-second)

[Link to this term](https://shadowfrag.com/glossary/#term-snapshot-rate)

### Sound Studio

Tools & testing

The local tool for previewing, importing, trimming and assigning game sounds. A validated replacement bank can update a running development client while sounds already playing finish normally.

**Read definition**

Sound Studio organizes cues and recordings, compares the current and replacement take, and edits levels, trims and fades. WAV or MP3 imports are converted to the game’s mono 48 kHz PCM format while retaining the originals.

A worker validates replacement data outside the audio callback. Playing one-shots retain their samples; subsequent triggers use the new bank and ambience crossfades. Applying a local swap is different from explicitly publishing assets for later embedded builds. Reserved design slots stay inactive until the game has a trigger for them.

Related terms:[Audio cue](https://shadowfrag.com/glossary/#term-audio-cue)[PCM audio](https://shadowfrag.com/glossary/#term-pcm-audio)[Audio callback](https://shadowfrag.com/glossary/#term-audio-callback)[Audio mixing](https://shadowfrag.com/glossary/#term-audio-mixing)[Revision pinning](https://shadowfrag.com/glossary/#term-revision-pinning)

[Link to this term](https://shadowfrag.com/glossary/#term-sound-studio)

### Spree aura

Movement & combat

A cosmetic effect that activates after five kills without dying. It makes a successful run visible without changing collision, damage or movement.

**Read definition**

Also covers: spree auras, killing-spree aura, killing-spree auras.

Reach five kills in one life and the selected spree aura becomes active. Its shapes and color add a recognizable effect around your ninja.

The aura is presentation. It does not expand a hitbox, protect you or increase weapon power. Clients draw the detailed effect locally from game state rather than receiving every particle position over the network. A dated render benchmark measures only the aura designs and crowd it actually used.

Related terms:[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Culling](https://shadowfrag.com/glossary/#term-culling)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)

[Link to this term](https://shadowfrag.com/glossary/#term-spree-aura)

### Supply

Matches & maps

The Shogun ownership conditions that keep a friendly camp’s forward spawn and shop available. Losing or contesting a linked outpost can cut supply without immediately changing settlement ownership.

**Read definition**

Also covers: supplied camp, supplied camps, supplied buy zone, supplied buy zones, forward supply.

Supply makes territory useful for reinforcement and purchases. A friendly settlement needs its linked outposts secure for its forward camp to remain supplied.

Raiding an outpost can therefore remove a useful spawn or shop and interrupt an attack before the settlement itself changes hands. A settlement may remain owned while unsupplied. Supply is an objective rule, not a bandwidth budget or an ammunition pickup. The tactical map shows friendly supply so you can plan where to reinforce or buy.

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Settlement](https://shadowfrag.com/glossary/#term-settlement)[Outpost](https://shadowfrag.com/glossary/#term-outpost)[Shogun gold](https://shadowfrag.com/glossary/#term-gold)[HUD](https://shadowfrag.com/glossary/#term-hud)

[Link to this term](https://shadowfrag.com/glossary/#term-supply)

### Swept collision

Networking

Checking the path between simulation positions so a fast projectile or player does not skip through an obstacle between steps. A teleport gap is excluded from that continuous path.

**Read definition**

Also covers: swept relative collision, hull sweep, hull sweeps.

Testing only an arrow’s position at each tick could miss a target crossed between those positions. A sweep checks the intervening path. Relative sweeps also account for a player moving during the interval, helping catch fast contacts consistently.

The game applies appropriate shapes and cover checks rather than treating every visible effect as collision. A shadow warp is a discontinuity: the path before departure must not be joined through the world to the arrival point. Its arrival overlap check is separate.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Tick rate](https://shadowfrag.com/glossary/#term-tick-rate)[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)

[Link to this term](https://shadowfrag.com/glossary/#term-swept-collision)

### Synthetic protocol client

Tools & testing

An automated participant using the real game protocol to generate movement and attacks. It exercises networking without rendering a window, mixing audio or running a full bot brain.

**Read definition**

Also covers: synthetic protocol clients, protocol client, protocol clients, client generator, load generator, synthetic client, synthetic clients, real-protocol client, real-protocol clients.

A protocol-client generator creates controlled workloads over actual native connections. Its scripts submit movements, weapons and abilities while recording state age, feedback and the generator’s own timing.

It is different from a human running the complete client and from a server-controlled bot with tactical AI. If the generator misses its own input schedule, the run cannot establish a server ceiling. The confirmed 128-client Highlands workload is therefore conditional networking evidence, not a qualified 128-player Shogun match.

Related terms:[Bot](https://shadowfrag.com/glossary/#term-bot)[Client and server](https://shadowfrag.com/glossary/#term-client-server)[Headless](https://shadowfrag.com/glossary/#term-headless)[Qualification](https://shadowfrag.com/glossary/#term-qualification)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)[Server tick time](https://shadowfrag.com/glossary/#term-server-tick-time)

[Link to this term](https://shadowfrag.com/glossary/#term-synthetic-protocol-client)

## T

### Tail latency

Performance & graphics

The slow end of a timing distribution. It reveals occasional delayed actions that an average can hide; percentiles such as p99 describe part of that tail.

**Read definition**

Also covers: latency tail, latency tails, feedback tails, slow tail.

Most actions may finish promptly while a smaller group waits much longer. Those slow observations form the latency tail. A lower average can coexist with a worse tail, which matters in a shooter when an occasional action feels late.

p99 and p99.9 select points toward this slow end; neither is the maximum. A short run may have too few independent observations to say much about rare delays. Retained SHADOWFRAG comparisons keep client-specific tails and failed runs rather than using one improved median as a promise for every player.

Related terms:[p99](https://shadowfrag.com/glossary/#term-p99)[Median](https://shadowfrag.com/glossary/#term-median)[Arithmetic mean](https://shadowfrag.com/glossary/#term-mean)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-tail-latency)

### Test fixture

Tools & testing

A controlled setup that makes a behavior or measurement repeatable. A fixed scene helps isolate renderer changes, while leaving out costs that only occur in live play.

**Read definition**

Also covers: test fixtures, fixture, fixtures, render fixture, render fixtures, fixed-scene fixture, frozen render fixture.

A fixture fixes the setup, such as map, camera, actor poses, transport conditions or a clock. Repeating it helps determine whether a change affected the intended operation instead of an unrelated encounter.

The retained completed-frame render fixture waits for GPU completion but excludes live input, HUD, audio and networking. A fixed-clock adapter regression can expose a scheduling bug without measuring a LAN speedup. Always keep the fixture’s scope attached to its result.

Related terms:[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)[Paired comparison](https://shadowfrag.com/glossary/#term-paired-comparison)[Headless](https://shadowfrag.com/glossary/#term-headless)[Qualification](https://shadowfrag.com/glossary/#term-qualification)

[Link to this term](https://shadowfrag.com/glossary/#term-test-fixture)

### Texture Workshop

Tools & testing

The authoring tool for trying map textures by material role. A preview or saved preset does not rewrite installed maps; applying a staged batch is a separate action.

**Read definition**

Texture Workshop lets an author compare surfaces in an actual map, change role assignments such as stone or timber, undo a choice and save a reusable preset. It preserves geometry and collision.

Publication stages source documents, atlases, compiled packages and catalog digests before replacing installed files. Failure and undo rules protect intervening edits. Textures are embedded in the resulting map package; players do not need the workshop library or a new runtime texture-pack setting to load it.

Related terms:[Textures and materials](https://shadowfrag.com/glossary/#term-texture-material)[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Revision pinning](https://shadowfrag.com/glossary/#term-revision-pinning)[Content hash](https://shadowfrag.com/glossary/#term-content-hash)

[Link to this term](https://shadowfrag.com/glossary/#term-texture-workshop)

### Textures and materials

Performance & graphics

The surface images and appearance choices applied to map geometry. A material role such as stone or timber lets an author change a surface without changing the route or collision shape.

**Read definition**

Also covers: texture atlas, texture atlases, material role, material roles, semantic material roles, UVs, baked shading.

A texture supplies surface image data; a material describes how a surface is represented. An atlas packs several texture regions into one image, and UV coordinates say where mesh points sample that image. Baked shading stores appearance work prepared ahead of runtime rather than recalculating all of it during play.

Texture Workshop assigns choices by semantic role, such as roof, timber or ground. Its surface changes preserve geometry and collision. The compiled map embeds the required textures, so players do not need the author’s complete library or an extra texture-pack setting.

Related terms:[Texture Workshop](https://shadowfrag.com/glossary/#term-texture-workshop)[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Vulkan](https://shadowfrag.com/glossary/#term-vulkan)[Revision pinning](https://shadowfrag.com/glossary/#term-revision-pinning)

[Link to this term](https://shadowfrag.com/glossary/#term-texture-material)

### The Crimson Path

Matches & maps

The story tutorial that teaches movement, weapons, equipment purchases and linked captures through a playable mission guided by Master Hejian.

**Read definition**

Also covers: Crimson Path, Master Hejian.

The Crimson Path introduces SHADOWFRAG by giving its systems a use in a mission: recover a scroll, cross a sky route, use a bow and grenades, then learn why smaller captures can open a larger objective.

Master Hejian is the tutorial guide. Stage-specific narration and captions explain the current task. This story experience has its own training space and is separate from the multiplayer map roster. It complements Precision Dojo, which repeats a chosen aiming or movement problem without the same mission sequence.

Related terms:[Precision Dojo](https://shadowfrag.com/glossary/#term-precision-dojo)[Skyway](https://shadowfrag.com/glossary/#term-skyway)[Bow draw](https://shadowfrag.com/glossary/#term-bow-draw)[Outpost](https://shadowfrag.com/glossary/#term-outpost)[Audio cue](https://shadowfrag.com/glossary/#term-audio-cue)

[Link to this term](https://shadowfrag.com/glossary/#term-the-crimson-path)

### Tick rate

Performance & graphics

How often the simulation advances game rules. SHADOWFRAG’s movement and combat run at 128 Hz: one step every 7.8125 ms. This is separate from display frame rate, snapshot sending and ping.

**Read definition**

Also covers: tick-rate, simulation rate, simulation Hz, 128 Hz simulation, 128 Hz world tick.

A simulation tick advances movement, collision and other rules by a defined time step. At 128 ticks per second, each step represents 1 ÷ 128 seconds, or 7.8125 ms. Client prediction and server movement share those rules.

That interval is a budget of simulation time, not a claim that the server spends 7.8125 ms computing every step. Scenes are currently published at 64 Hz, rendering runs at its own cadence, and some objective work runs less frequently. A higher tick rate alone cannot remove delivery queues or connection delay.

Related terms:[Server tick time](https://shadowfrag.com/glossary/#term-server-tick-time)[Snapshot rate](https://shadowfrag.com/glossary/#term-snapshot-rate)[Frames per second](https://shadowfrag.com/glossary/#term-frames-per-second)[RTT](https://shadowfrag.com/glossary/#term-rtt)[Client prediction](https://shadowfrag.com/glossary/#term-client-prediction)

[Link to this term](https://shadowfrag.com/glossary/#term-tick-rate)

### Tickets

Matches & maps

The team resource that determines a Shogun round. Deaths consume tickets, and the team with fewer settlements loses additional tickets over time.

**Read definition**

Also covers: respawn tickets, ticket bleed, territory drain.

Both Shogun teams start with 400 tickets. A death costs one. Every five seconds, the team holding fewer settlements loses two tickets for each settlement of difference: four against two drains four from the trailing team.

Equal settlement control causes no territory drain. Outposts affect access and supply but do not directly count for this calculation. At zero tickets a team loses the round; simultaneous zero is a draw. Tickets are shared team state, separate from each player’s gold.

Related terms:[Shogun](https://shadowfrag.com/glossary/#term-shogun)[Settlement](https://shadowfrag.com/glossary/#term-settlement)[Outpost](https://shadowfrag.com/glossary/#term-outpost)[Shogun gold](https://shadowfrag.com/glossary/#term-gold)

[Link to this term](https://shadowfrag.com/glossary/#term-tickets)

### Timed hopping

Movement & combat

Timing a fresh jump press around landing to retain momentum through the next leap. Holding Jump chains leaps, but does not replace every timing decision.

**Read definition**

Also covers: timed hop, timed hops.

A well-timed fresh Jump press around landing can carry momentum into the next leap. This lets a practiced player join movement actions into a route rather than stopping after every arc.

SHADOWFRAG also allows held Jump to chain ordinary leaps, so learning timed hopping is different from merely keeping the key down. Landing buffers make a small timing window usable; they do not grant unlimited speed or change the server’s movement rules.

Related terms:[Directional leap](https://shadowfrag.com/glossary/#term-directional-leap)[Landing buffer](https://shadowfrag.com/glossary/#term-landing-buffer)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)

[Link to this term](https://shadowfrag.com/glossary/#term-timed-hopping)

### Transport backend

Networking

The delivery implementation carrying game messages between endpoints. SHADOWFRAG can use PicoQUIC or Quiche for QUIC transport while keeping its own movement and combat protocol above them.

**Read definition**

Also covers: transport backends, transport layer, transport.

The transport handles connection and packet delivery mechanisms. SHADOWFRAG’s native adapter connects a QUIC library to socket I/O, pacing, readiness and bounded queues. The game above it still defines commands, scenes, identities, hit rules and application receipts.

A transport accepting a record is only one stage: it does not prove the bytes left the machine, a complete scene decoded or a hit was accepted. Comparing backend names without matched measurements cannot establish which gives better player feedback.

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[PicoQUIC](https://shadowfrag.com/glossary/#term-picoquic)[Quiche](https://shadowfrag.com/glossary/#term-quiche)[Pacing](https://shadowfrag.com/glossary/#term-pacing)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)[Authoritative state](https://shadowfrag.com/glossary/#term-authoritative-state)

[Link to this term](https://shadowfrag.com/glossary/#term-transport-backend)

### Transport overhead

Networking

The delivery bytes beyond encoded game records, such as framing, authentication, acknowledgements and network headers. The traffic remainder does not isolate an exact cost for each mechanism.

**Read definition**

Also covers: transport remainder, QUIC remainder, IP/UDP headers, IP + UDP envelopes.

Delivery needs information that is not itself a movement command or hit result. IP and UDP add addressing envelopes; QUIC adds its own framing, protection and control traffic. Recovery and acknowledgement also consume traffic.

The explorer separates known game records and IP/UDP headers, then reports the remaining received bytes together. Sampling-boundary buffering can affect that residual. It would be incorrect to label the entire remainder encryption, or to assign precise percentages to acknowledgements without finer counters.

Related terms:[Wire bytes](https://shadowfrag.com/glossary/#term-wire-bytes)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[QUIC](https://shadowfrag.com/glossary/#term-quic)[Acknowledgement](https://shadowfrag.com/glossary/#term-acknowledgement)

[Link to this term](https://shadowfrag.com/glossary/#term-transport-overhead)

### Traversal aids

Movement & combat

Map features that launch or boost a ninja along a route. Wind shrines, launch seals and speed rings extend the movement toolkit while leaving you responsible for steering and landing.

**Read definition**

Also covers: traversal aid, traversal pad, traversal pads, wind shrine, wind shrines, launch seal, launch seals, jade speed ring, jade speed rings, speed ring, speed rings.

Traversal aids make the map part of a movement chain. A launch feature can send you toward another level, while rings can sustain a fast crossing. Their shape and placement tell you what route they support.

They do not automatically carry you safely through every connection. Use an air step, chi or a deliberate exit to choose the next move. On Highlands, ring routes form exposed skyways, while every objective also has a walking route. Different aid types have their own behavior; a ring is not a shadow teleport.

Related terms:[Skyway](https://shadowfrag.com/glossary/#term-skyway)[Air step](https://shadowfrag.com/glossary/#term-air-step)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Shogun Highlands](https://shadowfrag.com/glossary/#term-shogun-highlands)

[Link to this term](https://shadowfrag.com/glossary/#term-traversal-aid)

## V

### Viewmodel

Performance & graphics

The weapon and hands drawn from your first-person camera. Their framing can obscure aim even when the weapon’s rules are correct; other players see a separate observer presentation.

**Read definition**

Also covers: viewmodels, first-person model, first-person models, observer model, observer models.

The viewmodel shows your weapon handling close to the camera. An observer model shows the weapon held by a ninja in the world. Their poses and camera needs differ, especially for a drawn bow or an ultrawide screen.

SHADOWFRAG’s bow presentation pass measured coverage of a defined central aiming region across ready, drawn and zoomed poses. Reducing that coverage made the target area clearer without changing the gameplay fingerprint. These models explain the weapon; they do not independently change its collision, damage or draw rules.

Related terms:[Bow draw](https://shadowfrag.com/glossary/#term-bow-draw)[Field of view](https://shadowfrag.com/glossary/#term-field-of-view)[Hitbox](https://shadowfrag.com/glossary/#term-hitbox)[Content hash](https://shadowfrag.com/glossary/#term-content-hash)

[Link to this term](https://shadowfrag.com/glossary/#term-viewmodel)

### Vulkan

Performance & graphics

The graphics API SHADOWFRAG’s native renderer uses to submit work to the GPU. A compatible driver is required; the API name alone does not establish speed on a particular machine.

**Read definition**

Also covers: Vulkan graphics API, graphics API.

An application programming interface, or API, is a defined way for software components to communicate. Vulkan is the graphics API used by SHADOWFRAG’s renderer and Map Studio. The native engine is written in C++20 and uses SDL3 for platform services.

The renderer draws game geometry, materials, weapons and local effects. Its performance depends on the actual workload, implementation, hardware and driver. A fixed-scene optimization measured under Vulkan is useful evidence for that fixture, rather than a universal frame-rate promise or a network latency result.

Related terms:[GPU](https://shadowfrag.com/glossary/#term-gpu)[Frame time](https://shadowfrag.com/glossary/#term-frame-time)[Map Studio](https://shadowfrag.com/glossary/#term-map-studio)[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Textures and materials](https://shadowfrag.com/glossary/#term-texture-material)

[Link to this term](https://shadowfrag.com/glossary/#term-vulkan)

## W

### Wall kick

Movement & combat

A jump upward and away from a wall after an eligible shadow arrival beside it. The opportunity lasts briefly while you remain close to the wall.

**Read definition**

Also covers: wall kicks, wall-jump, wall-jumps, wall jump, wall jumps.

A shadow warp arriving beside a wall refreshes chi and opens a short wall-jump opportunity. Press Jump to kick upward and away, or use the refreshed chi launch instead. These consume the same refreshed launch opportunity; they are not two free independent launches.

The air step is available afterward, so a wall arrival can become the middle of a route rather than its end. A wall somewhere in view is insufficient: the movement controller checks the arrival and continued proximity.

Related terms:[Shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp)[Chi-jump](https://shadowfrag.com/glossary/#term-chi-jump)[Air step](https://shadowfrag.com/glossary/#term-air-step)

[Link to this term](https://shadowfrag.com/glossary/#term-wall-kick)

### Warm-up

Tools & testing

The setup period before a measurement window. It helps keep initial joining and startup work from being confused with steady active-play traffic, while the test must still state what it excludes.

**Read definition**

Also covers: warmup, warm-up period, warm-up phase.

A benchmark can run for a declared warm-up period before collecting its main sample. For example, the archived small-match traffic study used 15 seconds of warm-up followed by 60 seconds of measurement.

This boundary does not make startup free. Joining, asset agreement and baseline delivery may happen outside the sample. Actions begun during warm-up can also produce feedback inside an arrival-based measurement window, so those counters are not necessarily a closed set of action lifecycles. A gameplay warmup phase is a related pre-match state rather than the same measurement procedure.

Related terms:[Benchmark](https://shadowfrag.com/glossary/#term-benchmark)[Roster baseline](https://shadowfrag.com/glossary/#term-roster-baseline)[Weapon-request feedback](https://shadowfrag.com/glossary/#term-weapon-request-feedback)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)

[Link to this term](https://shadowfrag.com/glossary/#term-warm-up)

### Weapon-request feedback

Networking

The time from a software attack request to its reported outcome or acceptance. The current study excludes projectile flight time and does not measure a physical mouse click becoming visible.

**Read definition**

Also covers: weapon request feedback, weapon feedback, weapon-feedback, weapon-disposition, weapon-disposition p99, action feedback, action-feedback, launch confirmation.

The harness creates an attack request, then times the returned disposition: whether the action was accepted or rejected and what result is available. Projectile launch acceptance is separate from a later contact, so an arrow’s intentional travel must not be counted as network confirmation delay.

The capacity tables report the largest individual client’s p99, not a pooled percentile or maximum. Earlier studies use labels such as weapon-disposition; always check their stated timing endpoints. These software observations do not establish USB input, monitor presentation or total human-perceived response.

Related terms:[Projectile](https://shadowfrag.com/glossary/#term-projectile)[Latency](https://shadowfrag.com/glossary/#term-latency)[RTT](https://shadowfrag.com/glossary/#term-rtt)[p99](https://shadowfrag.com/glossary/#term-p99)[Input latency](https://shadowfrag.com/glossary/#term-input-latency)

[Link to this term](https://shadowfrag.com/glossary/#term-weapon-request-feedback)

### Wire bytes

Networking

Traffic counted at a specified network boundary, including more than the game’s payload. The site’s IP accounting includes IP and UDP but excludes Ethernet or Wi-Fi framing.

**Read definition**

Also covers: on-wire bytes, on-wire traffic, IP bytes, wire traffic.

The word wire is only precise when its boundary is stated. In the traffic explorer, received IP bytes are split into application records, IP/UDP envelopes and a transport remainder. The archived IPv4 fixture assigns 28 header bytes to each UDP datagram.

This is not a measurement of every physical-link byte: Ethernet and Wi-Fi framing sit outside that accounting. Sent and received counters, sample boundaries and buffering can also differ. A record is not a packet; several game records may share a packet, and a scene may require several messages.

Related terms:[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Transport overhead](https://shadowfrag.com/glossary/#term-transport-overhead)[Datagram](https://shadowfrag.com/glossary/#term-datagram)[Frame fragment](https://shadowfrag.com/glossary/#term-frame-fragment)[Data-rate units](https://shadowfrag.com/glossary/#term-data-rate-units)

[Link to this term](https://shadowfrag.com/glossary/#term-wire-bytes)

### Wire protocol

Networking

The agreed message layout and rules used by clients and servers. Compatible builds are required; an old traffic archive can use a different format from today’s game.

**Read definition**

Also covers: protocol version, wire format, wire-37, wire protocol 37.

A wire protocol specifies how bytes represent commands, identities, scenes and results. A version change allows builds to reject incompatible layouts instead of interpreting the same bytes differently.

The current native game protocol is 37. The website also retains dated wire-24 and wire-27 byte studies. Their layouts explain those captures, but their sizes and defaults should not be silently presented as current. The QUIC transport version is a different layer from SHADOWFRAG’s application protocol.

Related terms:[QUIC](https://shadowfrag.com/glossary/#term-quic)[Compact encoding](https://shadowfrag.com/glossary/#term-compact-encoding)[Application payload](https://shadowfrag.com/glossary/#term-application-payload)[Client and server](https://shadowfrag.com/glossary/#term-client-server)

[Link to this term](https://shadowfrag.com/glossary/#term-wire-protocol)

### World unit

Movement & combat

A unit of distance inside the game’s coordinate system. It describes map dimensions and movement reach, rather than screen pixels or a physical measurement of your room.

**Read definition**

Also covers: world units, world-unit, world-units.

A map described as 3,000 × 2,520 world units is measured in the simulation’s coordinates. A leap distance in world units uses that same scale, letting developers compare a route with the movement needed to cross it.

World distance is separate from pixels, which depend on camera angle, field of view and resolution. A landscape’s dimensions alone say little about the number of useful fights, the time to reinforce or the supported player count.

Related terms:[Directional leap](https://shadowfrag.com/glossary/#term-directional-leap)[Shogun Highlands](https://shadowfrag.com/glossary/#term-shogun-highlands)[Field of view](https://shadowfrag.com/glossary/#term-field-of-view)[Player cap](https://shadowfrag.com/glossary/#term-player-cap)

[Link to this term](https://shadowfrag.com/glossary/#term-world-unit)
