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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.
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.
Latency the delay between the sender and the receiver decoding it, this is mainly a function of the signals travel time, and processing time at any nodes the information traverses Jitter variation in packet delay at the receiver of the information
Packets from the source will reach the destination with different delays. A packet's delay varies with its position in the queues of the routers along the path between source and destination, and this position can vary unpredictably. Delay variation can be absorbed at the receiver, but in so doing increases the overall latency for the stream.
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 ...
The packet delivery time or latency is the time from when the first bit leaves the transmitter until the last is received. In the case of a physical link, it can be expressed as: Packet delivery time = Transmission time + Propagation delay
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.
The server uses the latency of the player (including any inherent delay due to interpolation; see above) to rewind time by an appropriate amount in order to determine what the shooting client saw at the time the shot was fired. This will usually result in the server seeing the client firing at the target's old position and thus hitting.