User:Arcorann/Timing definitions and examples
This page includes definitions of various timings and related elements, and which game engines use certain definitions. Under construction.
These definitions take into account the existence of input lag.
The frame on which an active piece appears on the playfield. Depending on the game, the player may be able to input actions that occur on the spawn frame.
The frame on which an active piece makes contact with the stack in such a way that the piece cannot move downwards.
The frame on which the player can no longer move the piece.
Properly DAS delay.
The first shift frame and the auto-shift frame are included.
For example, if the piece moves on frames 3, 17, 22, 27 etc. after input, DAS would be 15 frames.
The first shift frame is not included, but the auto-shift frame is included.
The first shift frame and the auto-shift frame are excluded.
ARR for short, this is the rate at which automatic inputs are repeated after DAS delay.
e.g. 1 frame.
e.g. 60 Hz.
The time between when a piece lands and when it locks. This is generally inclusive of the landing frame and exclusive of the lock frame.
Line entry delay
Properly post-line clear entry delay. Also Line ARE.