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The performance of an echo canceller is measured in echo return loss enhancement (ERLE), [3] [9] which is the amount of additional signal loss applied by the echo canceller. Most echo cancellers are able to apply 18 to 35 dB ERLE. The total signal loss of the echo (ACOM) is the sum of the ERL and ERLE. [9] [10]
The latency of the players' network (which is largely out of a game's control) is not the only factor in question, but also the latency inherent in the way the game simulations are run. There are several lag compensation methods used to disguise or cope with latency (especially with high latency values).
Mumble is a voice over IP (VoIP) application primarily designed for use by gamers and is similar to programs such as TeamSpeak. [4] Mumble uses a client–server architecture which allows users to talk to each other via the same server. [5] It has a very simple administrative interface and features high sound quality and low latency. All ...
The time period that must elapse before attempting to increase the rate again may, itself, be determined by an exponential backoff algorithm. Typically, recovery of the rate occurs more slowly than reduction of the rate due to backoff and often requires careful tuning to avoid oscillation of the rate. [1]
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.
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.
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.
Latency refers to a short period of delay (usually measured in milliseconds) between when an audio signal enters a system, and when it emerges.Potential contributors to latency in an audio system include analog-to-digital conversion, buffering, digital signal processing, transmission time, digital-to-analog conversion, and the speed of sound in the transmission medium.