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  2. Bufferbloat - Wikipedia

    en.wikipedia.org/wiki/Bufferbloat

    Bufferbloat can also cause packet delay variation (also known as jitter), as well as reduce the overall network throughput. When a router or switch is configured to use excessively large buffers, even very high-speed networks can become practically unusable for many interactive applications like voice over IP (VoIP), audio streaming , online ...

  3. Lag (video games) - Wikipedia

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

    Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience.

  4. MTR (software) - Wikipedia

    en.wikipedia.org/wiki/MTR_(software)

    My traceroute, originally named Matt's traceroute (MTR), is a computer program that combines the functions of the traceroute and ping programs in one network diagnostic tool. [ 2 ] MTR probes routers on the route path by limiting the number of hops individual packets may traverse, and listening to responses of their expiry.

  5. AOL Desktop Gold | 30-Day Free* Trial | AOL Products

    www.aol.com/products/browsers/desktop-gold

    Experience AOL Desktop Gold, a faster and more secure way to navigate the online world. Try it free* for 30 days!

  6. Amazon Luna - Wikipedia

    en.wikipedia.org/wiki/Amazon_Luna

    Amazon Luna is a cloud gaming platform developed and operated by Amazon. [1] [2] [3] The platform has integration with Twitch and is available on Windows, Mac, Amazon Fire TV, iOS (as a progressive web app) as well as Android.

  7. 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.