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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.
[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, severe lag is usually indicated by a ping of over 100 ms. [4]
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.
The Internet Control Message Protocol provides an echo functionality, where a special packet is transmitted that always produces a reply. Tools such as ping, traceroute, MTR and PathPing use this protocol to provide a visual representation of the path packets are taking, and to measure packet loss at each hop. [b]
Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections. The technique attempts to make the player's input feel more instantaneous while governing the player's actions on a remote server.
A mobile phone signal (also known as reception and service) is the signal strength (measured in dBm) received by a mobile phone from a cellular network (on the downlink). Depending on various factors, such as proximity to a tower , any obstructions such as buildings or trees, etc. this signal strength will vary.
Even in areas with high signal strength, basements and the interiors of large buildings often have poor reception. Weak signal strength can also be caused by destructive interference of the signals from local towers in urban areas, or by the construction materials used in some buildings causing significant attenuation of signal strength.
The consumed bandwidth in bit/s, corresponds to achieved throughput or goodput, i.e., the average rate of successful data transfer through a communication path.The consumed bandwidth can be affected by technologies such as bandwidth shaping, bandwidth management, bandwidth throttling, bandwidth cap, bandwidth allocation (for example bandwidth allocation protocol and dynamic bandwidth ...