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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.
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.
A reliable byte stream is a common service paradigm in computer networking; it refers to a byte stream in which the bytes which emerge from the communication channel at the recipient are exactly the same, and in exactly the same order, as they were when the sender inserted them into the channel.
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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.
In contrast to standard Ethernet according to IEEE 802.3 and Ethernet bridging according to IEEE 802.1Q, time is very important in TSN networks.For real-time communication with hard, non-negotiable time boundaries for end-to-end transmission latencies, all devices in this network need to have a common time reference and therefore, need to synchronize their clocks among each other.
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