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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 infer "bad netcodes" when they experience lag or when their inputs are dropped.
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Packet loss occurs when one or more packets of data travelling across a computer network fail to reach their destination. Packet loss is either caused by errors in data transmission, typically across wireless networks, [1] [2] or network congestion. [3]: 36 Packet loss is measured as a percentage of packets lost with respect to packets sent.
A sending station (computer or network switch) may be transmitting data faster than the other end of the link can accept it.Using flow control, the receiving station can signal the sender requesting suspension of transmissions until the receiver catches up.
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In computer networking, packet delay variation (PDV) is the difference in end-to-end one-way delay between selected packets in a flow with any lost packets being ignored. [1] The effect is sometimes referred to as packet jitter , although the definition is an imprecise fit.
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At the transmitter, the calculation is performed before the packet is sent. When received at the destination, the checksum is recalculated, and compared with the one in the packet. If discrepancies are found, the packet may be corrected or discarded. Any packet loss due to these discards is dealt with by the network protocol.