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  2. Input lag - Wikipedia

    en.wikipedia.org/wiki/Input_lag

    Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.

  3. 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.

  4. Lag (video games) - Wikipedia

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

    [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience. High ping and low ping are commonly used terms in online gaming, where high ping refers to a ping that causes a severe amount of lag; while any level of ping may cause lag, severe lag is usually indicated by a ping of over 100 ms. [ 4 ]

  5. Display lag - Wikipedia

    en.wikipedia.org/wiki/Display_lag

    Display lag contributes to the overall latency in the interface chain of the user's inputs (mouse, keyboard, etc.) to the graphics card to the monitor. Depending on the monitor, display lag times between 10-68 ms have been measured. However, the effects of the delay on the user depend on each user's own sensitivity to it.

  6. 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.

  7. Client-side prediction - Wikipedia

    en.wikipedia.org/wiki/Client-side_prediction

    Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections. The technique attempts to make the player's input feel more instantaneous while governing the player's actions on a remote server .

  8. Xmouse - Wikipedia

    en.wikipedia.org/wiki/Xmouse

    The behavior is similar to mouse control in X Windows. [ 1 ] [ 2 ] [ 3 ] Where normal Windows and X11 mouse control uses single-click for selection and double-click to open/edit/etc, the xmouse system automatically selects objects after hovering the mouse over the object for a certain period of time (often one second).

  9. Web server benchmarking - Wikipedia

    en.wikipedia.org/wiki/Web_server_benchmarking

    Latency response time in milliseconds for each new connection or request; Throughput in bytes per second (depending on file size, cached or not cached content, available network bandwidth, etc.). The measurements must be performed under a varying load of clients and requests per client.