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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.
Jitter period is the interval between two times of maximum effect (or minimum effect) of a signal characteristic that varies regularly with time. Jitter frequency, the more commonly quoted figure, is its inverse. ITU-T G.810 classifies deviation lower frequencies below 10 Hz as wander and higher frequencies at or above 10 Hz as jitter. [2]
In computer networking, although not in electronics, usage of the term jitter may cause confusion. From RFC 3393 (section 1.1): The variation in packet delay is sometimes called "jitter". This term, however, causes confusion because it is used in different ways by different groups of people. ...
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 ...
Quality of service (QoS) is the description or measurement of the overall performance of a service, such as a telephony or computer network, or a cloud computing service, particularly the performance seen by the users of the network.
This usage is a gaming cultural colloquialism and is not commonly found or used in professional computer networking circles. Some factors that might particularly affect ping include: communication protocol used, Internet throughput (connection speed), the quality of a user's Internet service provider and the configuration of firewalls. Ping is ...
Graphical depiction of contributions to network delay. Network delay is a design and performance characteristic of a telecommunications network.It specifies the latency for a bit of data to travel across the network from one communication endpoint to another.
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.
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