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  2. 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.

  3. 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.

  4. Lag (video games) - Wikipedia

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

    Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience.

  5. Bufferbloat - Wikipedia

    en.wikipedia.org/wiki/Bufferbloat

    Bufferbloat is the undesirable latency that comes from a router or other network equipment buffering too many data packets.Bufferbloat can also cause packet delay variation (also known as jitter), as well as reduce the overall network throughput.

  6. Network delay - Wikipedia

    en.wikipedia.org/wiki/Network_delay

    Graphical depiction of contributions to network delay. Network delay is a design and performance characteristic of a telecommunications network.It specifies the latency for a bit of data to travel across the network from one communication endpoint to another.

  7. Time to live - Wikipedia

    en.wikipedia.org/wiki/Time_to_live

    The original DARPA Internet Protocol's RFC describes [1]: §1.4 TTL as: . The Time to Live is an indication of an upper bound on the lifetime of an internet datagram.It is set by the sender of the datagram and reduced at the points along the route where it is processed.

  8. Packet loss - Wikipedia

    en.wikipedia.org/wiki/Packet_loss

    The amount of packet loss that is acceptable depends on the type of data being sent. For example, for voice over IP traffic, one commentator reckoned that "[m]issing one or two packets every now and then will not affect the quality of the conversation. Losses between 5% and 10% of the total packet stream will affect the quality significantly."

  9. ping (networking utility) - Wikipedia

    en.wikipedia.org/wiki/Ping_(networking_utility)

    Ping measures the round-trip time for messages sent from the originating host to a destination computer that are echoed back to the source. The name comes from active sonar terminology that sends a pulse of sound and listens for the echo to detect objects under water. [1] Ping operates by means of Internet Control Message Protocol (ICMP) packets.