Search results
Results from the WOW.Com Content Network
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 ...
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.
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 ...
Rubber banding or rubberbanding may refer to: . in online video gaming, rubber banding is the undesirable visual effect of latency, known as lag, in which a moving object appears to leap from one place to another without passing through the intervening space; also called "warping" or "teleporting".
Discord is an instant messaging and VoIP social platform which allows communication through voice calls, video calls, text messaging, and media.Communication can be private or take place in virtual communities called "servers".
Single packets are sent and acknowledged without problems. As a result, a simple ping command fails to detect a duplex mismatch because single packets and their resulting acknowledgments at 1-second intervals do not cause any problem on the network. A terminal session which sends data slowly (in very short bursts) can also communicate successfully.
Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between 10-68 ms have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.
Ignorance of network latency, and of the packet loss it can cause, induces application- and transport-layer developers to allow unbounded traffic, greatly increasing dropped packets and wasting bandwidth. Ignorance of bandwidth limits on the part of traffic senders can result in bottlenecks.