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  2. Time-Sensitive Networking - Wikipedia

    en.wikipedia.org/wiki/Time-Sensitive_Networking

    In contrast to standard Ethernet according to IEEE 802.3 and Ethernet bridging according to IEEE 802.1Q, time is very important in TSN networks.For real-time communication with hard, non-negotiable time boundaries for end-to-end transmission latencies, all devices in this network need to have a common time reference and therefore, need to synchronize their clocks among each other.

  3. Multi-chassis link aggregation group - Wikipedia

    en.wikipedia.org/wiki/Multi-chassis_link...

    A LAG is a method of inverse multiplexing over multiple Ethernet links, thereby increasing bandwidth and providing redundancy. It is defined by the IEEE 802.1AX-2008 standard, which states, "Link Aggregation allows one or more links to be aggregated together to form a Link Aggregation Group, such that a MAC client can treat the Link Aggregation Group as if it were a single link."

  4. Network bridge - Wikipedia

    en.wikipedia.org/wiki/Network_bridge

    The bridge has three ports. A is connected to bridge port 1, B is connected to bridge port 2, C is connected to bridge port 3. A sends a frame addressed to B to the bridge. The bridge examines the source address of the frame and creates an address and port number entry for host A in its forwarding table. The bridge examines the destination ...

  5. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the loss, corruption or jitter of the game.

  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. InfiniBand - Wikipedia

    en.wikipedia.org/wiki/InfiniBand

    It is designed to be scalable and uses a switched fabric network topology. Between 2014 and June 2016, [ 1 ] it was the most commonly used interconnect in the TOP500 list of supercomputers. Mellanox (acquired by Nvidia ) manufactures InfiniBand host bus adapters and network switches , which are used by large computer system and database vendors ...

  8. Network performance - Wikipedia

    en.wikipedia.org/wiki/Network_performance

    The speed of light imposes a minimum propagation time on all electromagnetic signals. It is not possible to reduce the latency below = / where s is the distance and c m is the speed of light in the medium (roughly 200,000 km/s for most fiber or electrical media, depending on their velocity factor).

  9. Nagle's algorithm - Wikipedia

    en.wikipedia.org/wiki/Nagle's_algorithm

    Applications that expect real-time responses and low latency can react poorly with Nagle's algorithm. Applications such as networked multiplayer video games or the movement of the mouse in a remotely controlled operating system, expect that actions are sent immediately, while the algorithm purposefully delays transmission, increasing bandwidth ...