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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Diagram on the execution and synchronization of the inputs of two players (with a 90 ms ping between them) in an online game that uses delay-based netcode in a peer-to-peer model. The classic solution to this problem is the use of a delay-based netcode.

  3. Lag (video games) - Wikipedia

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

    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. High ping and low ping are commonly used terms in online gaming, where high ping refers to a ping that causes a severe amount of lag; while any level of ping may cause lag ...

  4. Microsecond - Wikipedia

    en.wikipedia.org/wiki/Microsecond

    50 microseconds – cycle time for highest human-audible tone (20 kHz). 50 microseconds – to read the access latency for a modern solid state drive which holds non-volatile computer data. [5] 100 microseconds (0.1 ms) – cycle time for frequency 10 kHz. 125 microseconds – common sampling interval for telephone audio (8000 samples/s). [6]

  5. Round-trip delay - Wikipedia

    en.wikipedia.org/wiki/Round-trip_delay

    RTT is a measure of the amount of time taken for an entire message to be sent to a destination and for a reply to be sent back to the sender. The time to send the message to the destination in its entirety is known as the network latency, and thus RTT is twice the latency in the network plus a processing delay at the destination.

  6. 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.

  7. ping (networking utility) - Wikipedia

    en.wikipedia.org/wiki/Ping_(networking_utility)

    Pinging involves sending an ICMP echo request to the target host and waiting for an ICMP echo reply. The program reports errors, packet loss, and a statistical summary of the results, typically including the minimum, maximum, the mean round-trip times, and standard deviation of the mean. Command-line options and terminal output vary by ...

  8. Bufferbloat - Wikipedia

    en.wikipedia.org/wiki/Bufferbloat

    A bloated buffer has an effect only when this buffer is actually used. In other words, oversized buffers have a damaging effect only when the link they buffer becomes a bottleneck. The size of the buffer serving a bottleneck can be measured using the ping utility provided by most operating systems. First, the other host should be pinged ...

  9. Millisecond - Wikipedia

    en.wikipedia.org/wiki/Millisecond

    A millisecond (from milli-and second; symbol: ms) is a unit of time in the International System of Units equal to one thousandth (0.001 or 10 −3 or 1 / 1000) of a second [1] [2] or 1000 microseconds. A millisecond is to one second, as one second is to approximately 16.67 minutes.