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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 ...
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.
Ping measures the round-trip time for messages sent from the originating host to a destination computer that are echoed back to the source. The name comes from active sonar terminology that sends a pulse of sound and listens for the echo to detect objects under water. [1] Ping operates by means of Internet Control Message Protocol (ICMP) packets.
The domain speedtest.net has been used to host a speed test since 2000, and was acquired by Ookla in 2006. [12] As of 2011, Ookla claimed 80% market share and was one of the top 1000 most popular websites. At the time, Ookla derived its revenue primarily from fees paid by companies to license custom speed test and proprietary testing software.
Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.
This "ping" time is measured in milliseconds — and the lower the latency, the better, because a high latency means there's more lag in your network connection.
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The DSL Reports Speedtest [11] is an easy-to-use test that includes a score for bufferbloat. The ICSI Netalyzr [ 12 ] was another on-line tool that could be used for checking networks for the presence of bufferbloat, together with checking for many other common configuration problems. [ 13 ]