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  2. Lag (video games) - Wikipedia

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

    Losses, corruption or jitter (an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient bandwidth and no or little congestion.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.

  3. Bufferbloat - Wikipedia

    en.wikipedia.org/wiki/Bufferbloat

    Regardless of bandwidth requirements, any type of a service which requires consistently low latency or jitter-free transmission can be affected by bufferbloat. Such services include digital voice calls (VOIP), online gaming, video chat, and other interactive applications such as radio streaming, video on demand, and remote login.

  4. Quality of service - Wikipedia

    en.wikipedia.org/wiki/Quality_of_service

    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 ...

  5. Network performance - Wikipedia

    en.wikipedia.org/wiki/Network_performance

    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]

  6. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.. Players often blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.

  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. [1]

  8. Packet delay variation - Wikipedia

    en.wikipedia.org/wiki/Packet_delay_variation

    Instantaneous packet delay variation is the difference between successive packets—here RFC 3393 does specify the selection criteria—and this is usually what is loosely termed "jitter", although jitter is also sometimes the term used for the variance of the packet delay. As an example, say packets are transmitted every 20 ms.

  9. Deterministic Networking - Wikipedia

    en.wikipedia.org/wiki/Deterministic_Networking

    Deterministic Networking (DetNet) is an effort by the IETF DetNet Working Group to study implementation of deterministic data paths for real-time applications with extremely low data loss rates, packet delay variation (jitter), and bounded latency, such as audio and video streaming, industrial automation, and vehicle control.