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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Should the latency between players exceed an established buffer window for the remote player, the game must wait, causing the screens to "freeze". This occurs because a delay-based netcode does not allow the simulation to continue until it receives the inputs from all the players in the frame in question. [ 4 ]

  3. Escape from Tarkov - Wikipedia

    en.wikipedia.org/wiki/Escape_from_Tarkov

    Escape from Tarkov is a multiplayer tactical first-person shooter video game in development by Battlestate Games for Microsoft Windows. The game is set in the fictional Norvinsk region in northwestern Russia , where a war is taking place between two private military companies (United Security "USEC" and the Battle Encounter Assault Regiment ...

  4. Corrupted Blood incident - Wikipedia

    en.wikipedia.org/wiki/Corrupted_Blood_incident

    The Corrupted Blood debuff being spread among characters in Ironforge, one of World of Warcraft's in-game cities. The Corrupted Blood incident (also known as the World of Warcraft pandemic) [1] [2] took place between September 13 and October 8, 2005, in World of Warcraft, a massively multiplayer online role-playing game (MMORPG) developed by Blizzard Entertainment.

  5. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    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.

  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.

  7. Round-trip delay - Wikipedia

    en.wikipedia.org/wiki/Round-trip_delay

    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. The other ...

  8. Network delay - Wikipedia

    en.wikipedia.org/wiki/Network_delay

    It specifies the latency for a bit of data to travel across the network from one communication endpoint to another. [1] [2]: 5 It is typically measured in multiples or fractions of a second. Delay may differ slightly, depending on the location of the specific pair of communicating endpoints.

  9. End-to-end delay - Wikipedia

    en.wikipedia.org/wiki/End-to-end_delay

    End-to-end delay or one-way delay (OWD) refers to the time taken for a packet to be transmitted across a network from source to destination. It is a common term in IP network monitoring, and differs from round-trip time (RTT) in that only path in the one direction from source to destination is measured.