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Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.. Players often blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.
This is a list of countries by Internet connection speed for average and median data transfer rates for Internet access by end-users. The difference between average ...
Whereas downstream speed is important to the average home user for purposes of downloading content, uploads are used mainly for web server applications and similar processes where the sending of data is critical. Upstream speeds are also important to users of peer-to-peer software.
Cloud gaming is a type of online gaming where the entire game is hosted on a game server in a data center, and the user is only running a thin client locally that forwards game controller actions upstream to the game server. The game server then renders the next frame of the game video which is compressed using low-lag video compression and is ...
Internet traffic is the flow of data within the entire Internet, or in certain network links of its constituent networks.Common traffic measurements are total volume, in units of multiples of the byte, or as transmission rates in bytes per certain time units.
In computer networking, the contention ratio is the ratio of the potential maximum demand to the actual bandwidth. The higher the contention ratio, the greater the number of users that may be trying to use the actual bandwidth at any one time and, therefore, the lower the effective bandwidth offered, especially at peak times. [1]
A game server (also sometimes referred to as a host) is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain their own accurate version of the game world for display to players.
While network play was included in the original Quake game, it was optimized mainly for LAN play. Having had high-speed home connections (a rarity at the time), Quake' s designers overlooked their assumptions of high bandwidth and low ping times that made playing online frustrating for dial-up users. [ 5 ]