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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.
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.
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.
In many cases programs may appear to be hung, but are making slow progress, and waiting a few minutes will allow the task to complete. Modern operating systems provide a mechanism for terminating hung processes, for instance, with the Unix kill command, or through a graphical means such as the Task Manager's "end task" button in Windows (select the particular process in the list and press "end ...
This is a list of Hypertext Transfer Protocol (HTTP) response status codes. Status codes are issued by a server in response to a client's request made to the server. It includes codes from IETF Request for Comments (RFCs), other specifications, and some additional codes used in some common applications of the HTTP. The first digit of the status ...
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A game server (also sometimes referred to as a host) is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain their own accurate version of the game world for display to players. They also receive and process each ...
DirectPlay Voice was introduced in Windows Me as part of DirectX 7.1 for multiplayer games. [2] It is a voice communications, recording and playback API that allows gamers to use voice chat in games written to take advantage of the API, through a DirectPlay network transport session itself.