Glossary · 56 terms
Handheld & Emulation Glossary
The vocabulary that actually changes a buying decision, defined plainly. If a spec sheet uses it, it is explained here.
PC Handhelds
- TDP (Thermal Design Power)
- The wattage a chip is set to run at — the single biggest lever on battery and performance.
- Sustained vs Peak TDP
- The wattage a device can hold for a whole session, versus the number it hits for seconds.
- APU (Accelerated Processing Unit)
- CPU and GPU on one chip — the heart of every x86 PC handheld.
- SoC / Chipset
- The system-on-a-chip at a device’s core — the thing that sets its ceiling.
- SteamOS
- Valve’s Linux-based, controller-first handheld OS — tuned, quiet, and battery-friendly.
- Windows on a Handheld
- The compatibility hammer — runs everything, but was never designed for a gamepad.
- Anti-Cheat Compatibility
- The reason some multiplayer games run on Windows handhelds but not SteamOS.
- ARM vs x86
- The two instruction sets behind handhelds — mobile-efficient vs desktop-compatible.
Retro & Emulation
- Emulation
- Software that reproduces old hardware so a handheld can run its games — legally-owned ones.
- RetroArch (RA)
- A single front-end that runs many emulators (“cores”) under one interface.
- Core (libretro)
- An individual emulator running inside RetroArch — one core per system, sometimes several.
- Frontend
- The menu layer that organizes your library and launches the right emulator.
- BIOS
- Low-level firmware some consoles need to run — you must supply it from hardware you own.
- ROM
- A game’s image file — legitimate only when it is a copy of a game you legally own.
- Chipset Tier
- A band of roughly-equivalent silicon — the unit we shop emulation by.
- Emulation Ceiling
- The newest console generation a device runs well — the honest ceiling, not the marketing one.
- Compatibility Band
- Full-speed / playable / struggles — how we describe a chip’s reach honestly.
- Per-Game Tuning / Overrides
- Adjusting settings title-by-title to push a demanding game into “playable.”
- Save State
- A snapshot of the exact machine state — save and resume anywhere.
- Shader
- A visual filter — CRT scanlines, LCD grids — layered over an emulated image.
Cloud & Streaming
- Cloud Gaming
- Running games on a remote GPU and streaming the video — hardware-light, network-bound.
- Local Streaming (Moonlight / Sunshine)
- Streaming from your own gaming PC over your home network — no subscription, low latency.
- Input Latency
- The delay between button and screen — the real bottleneck of any streaming setup.
- Bitrate
- How much data the video stream uses — the lever on streamed image quality.
Screens & Displays
- OLED
- Self-lit pixels: perfect blacks and per-pixel contrast — with a long-tail burn-in caveat.
- IPS LCD
- The backlit standard — no burn-in, often bright, at the cost of grey-black contrast.
- Nits (Brightness)
- The unit of screen brightness — the number that decides outdoor and lit-room usability.
- VRR (Variable Refresh Rate)
- The screen syncing its refresh to the frame rate — smooths handheld frame-rate swings.
- Refresh Rate
- How many times per second the screen updates — 60Hz, 90Hz, 120Hz.
- PPI (Pixel Density)
- Pixels per inch — how sharp a screen looks, set by resolution and physical size together.
- Resolution (720p / 1080p / 1200p)
- The pixel count — important, and the one screen spec marketing over-weights.
- Burn-In
- Permanent ghosting of static images on OLED over long exposure — the panel’s one long-tail risk.
- Upscaling (FSR and friends)
- Rendering at a lower resolution, then intelligently scaling up to save performance.
- Frame Pacing
- How evenly frames are delivered — smoothness you feel even at the same average fps.
Controllers & Grips
- Hall-Effect Sticks
- Contactless magnetic sticks with no wiper to wear out — the drift-resistant design.
- Potentiometer Stick
- The classic analog stick — cheap, proven, and the usual source of drift as it wears.
- Stick Drift
- A stick registering movement when untouched — the failure handheld owners regret most.
- Deadzone
- The central area where small stick movement is ignored — tuned to hide or expose drift.
- Gyro Aiming
- Motion-sensor fine aiming layered on stick control — precision without a mouse.
- Ergonomics
- How the device feels over hours — the spec no number captures and every owner feels.
Storage & SD Cards
- UFS
- Faster onboard storage with strong random I/O — fewer loads and stutters.
- eMMC
- Budget onboard storage — fine sequentially, weaker on the random reads that matter.
- microSD Speed Class (A1 / A2 / U3 / V30)
- The ratings on a card — and which one actually changes handheld performance.
- IOPS (Random I/O)
- Small-random-operations-per-second — the storage metric that actually drives game loads.
- Counterfeit SD Cards
- Fake high-capacity cards that fail on fill — the storage risk that costs real libraries.
- NVMe (M.2 in Handhelds)
- The fastest storage tier — swappable in some PC handhelds, sized by the 2230 form factor.
Docks & Hubs
- Dock
- A base that turns a handheld into a small console on a TV or monitor.
- USB-C Hub
- A compact multi-port adapter — a travel dock, only as good as its power passthrough.
- DisplayPort Alt Mode
- The USB-C feature that lets a device output video at all — not every port has it.
Power & Chargers
- USB Power Delivery (PD) Wattage
- The wattage a charger or dock can supply — must exceed what the handheld draws.
- Battery Capacity (Wh / mAh)
- The size of the tank — meaningful only against the device’s watt draw.
- Thermal Throttling
- A chip cutting power to shed heat — the reason peak performance never lasts.
Setup & Guides
- Firmware
- The device’s built-in operating software — kept current for fixes and features.
- Custom Firmware (CFW)
- Community-built replacement software that unlocks tuning and features — with real caveats.
Value Picks
- Price per Performance
- What a device delivers per dollar against the ceiling you want — the only honest value metric.
- Refurbished & Used Handhelds
- The secondhand lane — real savings, with stick wear and battery health to check.