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  2. Group delay and phase delay - Wikipedia

    en.wikipedia.org/wiki/Group_delay_and_phase_delay

    The group delay and phase delay properties of a linear time-invariant (LTI) system are functions of frequency, giving the time from when a frequency component of a time varying physical quantity—for example a voltage signal—appears at the LTI system input, to the time when a copy of that same frequency component—perhaps of a different physical phenomenon—appears at the LTI system output.

  3. Network delay - Wikipedia

    en.wikipedia.org/wiki/Network_delay

    Network delay is a design and performance characteristic of a telecommunications network. It specifies the latency for a bit of data to travel across the network from one communication endpoint to another.

  4. Network performance - Wikipedia

    en.wikipedia.org/wiki/Network_performance

    A telecom satellite in geosynchronous orbit imposes a path length of at least 71000 km between transmitter and receiver. [2] which means a minimum delay between message request and message receipt, or latency of 473 ms. This delay can be very noticeable and affects satellite phone service regardless of available throughput capacity.

  5. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/Latency_(engineering)

    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 ]

  6. Transmission time - Wikipedia

    en.wikipedia.org/wiki/Transmission_time

    The propagation delay of a physical link can be calculated by dividing the distance (the length of the medium) in meter by its propagation speed in m/s. Propagation time = Distance / propagation speed. Example: Ethernet communication over a UTP copper cable with maximum distance of 100 meter between computer and switching node results in:

  7. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    This need to communicate causes a delay between the clients and the server, and is the fundamental cause behind lag. While there may be numerous underlying reasons for why a player experiences lag, most common reasons are poor connection between the client and server, or insufficient processing in either the client or the server. [2]

  8. Round-trip delay - Wikipedia

    en.wikipedia.org/wiki/Round-trip_delay

    In telecommunications, round-trip delay (RTD) or round-trip time (RTT) is the amount of time it takes for a signal to be sent plus the amount of time it takes for acknowledgement of that signal having been received. This time delay includes propagation times for the paths between the two communication endpoints. [1]

  9. End-to-end delay - Wikipedia

    en.wikipedia.org/wiki/End-to-end_delay

    Transmission between two network nodes may be asymmetric, and the forward and reverse delays are not equal. Half the RTT value is the average of the forward and reverse delays and so may be sometimes used as an approximation to the end-to-end delay. The accuracy of such an estimate depends on the nature of delay distribution in both directions.