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  2. Client-to-client protocol - Wikipedia

    en.wikipedia.org/wiki/Client-to-client_protocol

    DCC Server provides no way specifying the port to use, so this has to be negotiated manually, which is not always possible, as one of the sides may not be a human. RDCC is a handshake mechanism for DCC Server, which in addition to the port also provides the IP address of the server, which the client might not be able to find otherwise because ...

  3. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers. Players often infer "bad netcodes" when they experience lag or when their inputs are dropped.

  4. Discord - Wikipedia

    en.wikipedia.org/wiki/Discord

    Users can create servers for free, manage their public visibility, and create voice channels, text channels, and categories to sort the channels into. [51] Most servers have a limit of 250,000 members, but this limit can be raised if the server owner contacts Discord. [53] Users can also create roles and assign them to server members.

  5. Ping (blogging) - Wikipedia

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

    In blogging, a ping is an XML-RPC-based push mechanism by which a weblog notifies a server that its content has been updated. [1] An XML-RPC signal is sent from the weblog to one or more Ping servers, as specified by originating weblog), to notify a list of their "Services" of new content on the weblog.

  6. 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.

  7. Client-side prediction - Wikipedia

    en.wikipedia.org/wiki/Client-side_prediction

    Client-side prediction reduces latency problems, since there no longer will be a delay between input and client-side visual feedback due to network ping times. However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. [ 1 ]

  8. In hidden Discord communities, adults are abusing and ... - AOL

    www.aol.com/news/child-predators-using-discord...

    In a review of publicly listed Discord servers created in the last month, NBC News identified 242 that appeared to market sexually explicit content of minors, using thinly veiled terms like “CP ...

  9. 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.