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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.
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.
In computer networks, propagation delay is the amount of time it takes for the head of the signal to travel from the sender to the receiver. It can be computed as the ratio between the link length and the propagation speed over the specific medium.
The speed of light imposes a minimum propagation time on all electromagnetic signals. It is not possible to reduce the latency below = / where s is the distance and c m is the speed of light in the medium (roughly 200,000 km/s for most fiber or electrical media, depending on their velocity factor).
The group delay and phase delay properties of a linear time-invariant (LTI) system are functions of frequency, giving the time from when a frequency component of a time varying physical quantity—for example a voltage signal—appears at the LTI system input, to the time when a copy of that same frequency component—perhaps of a different physical phenomenon—appears at the LTI system output.
End-to-end delay or one-way delay (OWD) refers to the time taken for a packet to be transmitted across a network from source to destination. It is a common term in IP network monitoring, and differs from round-trip time (RTT) in that only path in the one direction from source to destination is measured.
By contrast, static timing analysis computes the delays of entire paths, using delay calculation to determine the delay of each gate and wire. There are many methods used for delay calculation for the gate itself. The choice depends primarily on the speed and accuracy required: Circuit simulators such as SPICE may be used. This is the most ...
PingER uses the data to determine latency (round-trip_time), jitter (variability of round-trip_time), and loss (percentage of packets that never return). The results of the PingER Project, including source code, are made available to the public at no cost.
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