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Losses, corruption or jitter (an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient bandwidth and no or little congestion. Instead, the latency involved in transmitting data between clients and server plays a significant role.
Jitter may be observed in characteristics such as the frequency of successive pulses, the signal amplitude, or phase of periodic signals. Jitter is a significant, and usually undesired, factor in the design of almost all communications links (e.g., USB, PCI-e, SATA, OC-48). In clock recovery applications it is called timing jitter. [1]
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. [1]
In the context of computer networks, packet jitter or packet delay variation (PDV) is the variation in latency as measured in the variability over time of the end-to-end delay across a network. A network with constant delay has no packet jitter. [11] Packet jitter is expressed as an average of the deviation from the network mean delay. [12]
In practice, when a packet must be forwarded from an interface with queuing, packets requiring low jitter (e.g., VoIP or videoconferencing) are given priority over packets in other queues. Typically, some bandwidth is allocated by default to network control packets (such as Internet Control Message Protocol and routing protocols), while best ...
Bufferbloat is the undesirable latency that comes from a router or other network equipment buffering too many data packets.Bufferbloat can also cause packet delay variation (also known as jitter), as well as reduce the overall network throughput.
Although these events are sometimes caused by bugs, other networking-related causes include high latency between server and client, packet loss, or network congestion. Depending on the game implementation, these issues can also be caused by non-network factors such as frame rendering time or inconsistent frame rate.
The IETF Deterministic Networking (DetNet) Working Group is focusing to define deterministic data paths with high reliability and bounds on latency, loss, and packet delay variation (jitter), such as audio and video streaming, industrial automation, and vehicle control.