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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 blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.
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.
This is a list of countries by Internet connection speed for average and median data transfer rates for Internet access by end-users. The difference between average and median speeds is the way individual measurements are aggregated.
Network congestion is a cause of packet loss that can affect all types of networks. When content arrives for a sustained period at a given router or network segment at a rate greater than it is possible to send through, there is no other option than to drop packets.
The term "lag switch" encompasses many methods of disrupting the network communication between a client and its server. One method is by attaching a physical device, called a hardware lag switch, to a standard Ethernet cable. By flipping the switch on and off, the physical connection between the client and the server is disrupted.
Single packets are sent and acknowledged without problems. As a result, a simple ping command fails to detect a duplex mismatch because single packets and their resulting acknowledgments at 1-second intervals do not cause any problem on the network. A terminal session which sends data slowly (in very short bursts) can also communicate successfully.
Autonegotiation can be used by devices that are capable of more than one transmission rate, different duplex modes (half duplex and full duplex), and different transmission standards at the same speed (though in practice only one standard at each speed is widely supported).
TCP offload engine (TOE) is a technology used in some network interface cards (NIC) to offload processing of the entire TCP/IP stack to the network controller. It is primarily used with high-speed network interfaces, such as gigabit Ethernet and 10 Gigabit Ethernet, where processing overhead of the network stack becomes significant.