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  2. Network performance - Wikipedia

    en.wikipedia.org/wiki/Network_performance

    Jitter is the undesired deviation from true periodicity of an assumed periodic signal in electronics and telecommunications, often in relation to a reference clock source. Jitter may be observed in characteristics such as the frequency of successive pulses, the signal amplitude , or phase of periodic signals.

  3. Bufferbloat - Wikipedia

    en.wikipedia.org/wiki/Bufferbloat

    Bufferbloat can also cause packet delay variation (also known as jitter), as well as reduce the overall network throughput. When a router or switch is configured to use excessively large buffers, even very high-speed networks can become practically unusable for many interactive applications like voice over IP (VoIP), audio streaming , online ...

  4. Packet delay variation - Wikipedia

    en.wikipedia.org/wiki/Packet_delay_variation

    Instantaneous packet delay variation is the difference between successive packets—here RFC 3393 does specify the selection criteria—and this is usually what is loosely termed "jitter", although jitter is also sometimes the term used for the variance of the packet delay. As an example, say packets are transmitted every 20 ms.

  5. Quality of service - Wikipedia

    en.wikipedia.org/wiki/Quality_of_service

    Router vendors provide different capabilities for configuring this behavior, to include the number of queues supported, the relative priorities of queues, and bandwidth reserved for each queue. In practice, when a packet must be forwarded from an interface with queuing, packets requiring low jitter (e.g., VoIP or videoconferencing ) are given ...

  6. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/Latency_(engineering)

    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.

  7. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the loss, corruption or jitter of the game.

  8. List of interface bit rates - Wikipedia

    en.wikipedia.org/wiki/List_of_interface_bit_rates

    Extremely High Throughput (EHT)) 46.12 Gbit/s expected: 5.765 GB/s expected: Late 2024 expected IEEE 802.11bn (aka Wi-Fi 8 or Ultra High Reliability (UHR)) 100 Gbit/s expected: 12.5 GB/s expected: 2028 expected IEEE 802.11ay (aka Enhanced Throughput for Operation in License-exempt Bands above 45 GHz) 176 Gbit/s expected: 22 GB/s expected: March ...

  9. Jitter - Wikipedia

    en.wikipedia.org/wiki/Jitter

    Jitter period is the interval between two times of maximum effect (or minimum effect) of a signal characteristic that varies regularly with time. Jitter frequency, the more commonly quoted figure, is its inverse. ITU-T G.810 classifies deviation lower frequencies below 10 Hz as wander and higher frequencies at or above 10 Hz as jitter. [2]

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