Search results
Results from the WOW.Com Content Network
Jitter period is the interval between two times of maximum effect (or minimum effect) of a signal characteristic that varies regularly with time. Jitter frequency, the more commonly quoted figure, is its inverse. ITU-T G.810 classifies deviation lower frequencies below 10 Hz as wander and higher frequencies at or above 10 Hz as jitter. [2]
Instantaneous packet delay variation is the difference between successive packets—here RFC 3393 does specify the selection criteria—and this is usually what is loosely termed "jitter", although jitter is also sometimes the term used for the variance of the packet delay. As an example, say packets are transmitted every 20 ms.
Actions per minute are the number of actions (such as selecting units or issuing an order) completed within a minute of gameplay in real-time strategy games, most notably in StarCraft. High APM is often associated with skill, as it can indicate that a player both knows what to do in the game and has the manual dexterity to carry it out.
Quality of service (QoS) is the description or measurement of the overall performance of a service, such as a telephony or computer network, or a cloud computing service, particularly the performance seen by the users of the network.
Jitter: This is the variability of delay. Low jitter is desirable, as it ensures a steady stream of packets being delivered. If this varies above 200ms, buffers may get starved and not have data to process. Reception Order: Some real-time protocols like voice and video require packets to arrive in the correct sequence order to be processed. If ...
An incremental game, also known as a clicker game, tap game or idle game, is a video game whose gameplay consists of the player performing simple actions such as clicking on the screen repeatedly. This " grinding " earns the player in-game currency which can be used to increase the rate of currency acquisition. [ 1 ]
Jitter caused in this particular way could only be observed where the delay is measured as the transit time between two separate measurement points, one either side of the leaky bucket as a queue shaping function. However, in the context of real-time data transmissions, it is this end-to-end delay that determines the latency of received data.
Best-effort traffic is all other kinds of traffic. This is traffic that the ISP deems isn't sensitive to quality of service metrics (jitter, packet loss, latency). A typical example would be peer-to-peer and email applications. Traffic management schemes are generally tailored so best-effort traffic gets what is left after time-sensitive traffic.