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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    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.

  3. Lag (video games) - Wikipedia

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

    For the cloud gaming experience to be acceptable, the round-trip lag of all elements of the cloud gaming system (the thin client, the Internet and/or LAN connection the game server, the game execution on the game server, the video and audio compression and decompression, and the display of the video on a display device) must be low enough that ...

  4. Network performance - Wikipedia

    en.wikipedia.org/wiki/Network_performance

    All of the factors above, coupled with user requirements and user perceptions, play a role in determining the perceived 'fastness' or utility, of a network connection. The relationship between throughput, latency, and user experience is most aptly understood in the context of a shared network medium, and as a scheduling problem.

  5. 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.

  6. GGPO - Wikipedia

    en.wikipedia.org/wiki/GGPO

    GGPO (Good Game Peace Out) is middleware designed to help create a near-lagless online experience for various emulated arcade games and fighting games. The program was created by Tony Cannon, co-founder of fighting game community site Shoryuken and the popular Evolution Championship Series .

  7. Link aggregation - Wikipedia

    en.wikipedia.org/wiki/Link_aggregation

    Link aggregation increases total throughput beyond what a single connection could sustain, and provides redundancy where all but one of the physical links may fail without losing connectivity. A link aggregation group ( LAG ) is the combined collection of physical ports.

  8. 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.

  9. 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 ...