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    Losses, corruption or jitter (an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient bandwidth and no or little congestion.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

    en.wikipedia.org/wiki/Network_performance

    Jitter is the undesired deviation from true periodicity of an assumed periodic signal in electronics and telecommunications, often in relation to a reference clock source. Jitter may be observed in characteristics such as the frequency of successive pulses, the signal amplitude, or phase of periodic signals.

  4. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Once these remote inputs arrive (suppose, e.g., 45 ms later), the game can act in two ways: if the prediction is correct, the game continues as-is, in a totally continuous way; if the prediction was incorrect, the game state is reverted and gameplay continues from the corrected state, seen as a "jump" to the other player or players (equivalent ...

  5. 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 ...

  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. [1]

  7. 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 ...

  8. Client-side prediction - Wikipedia

    en.wikipedia.org/wiki/Client-side_prediction

    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 .

  9. Jitter - Wikipedia

    en.wikipedia.org/wiki/Jitter

    In the context of computer networks, packet jitter or packet delay variation (PDV) is the variation in latency as measured in the variability over time of the end-to-end delay across a network. A network with constant delay has no packet jitter. [11] Packet jitter is expressed as an average of the deviation from the network mean delay. [12]