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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Unlike a local game where the inputs of all players are executed instantly in the same simulation or instance of the game, in an online game there are several parallel simulations (one for each player) where the inputs from their respective players are received instantly, while the inputs for the same frame from other players arrive with a certain delay (greater or lesser depending on the ...

  3. Head-of-line blocking - Wikipedia

    en.wikipedia.org/wiki/Head-of-line_blocking

    Head-of-line blocking (HOL blocking) in computer networking is a performance-limiting phenomenon that occurs when a queue of packets is held up by the first packet in the queue. This occurs, for example, in input-buffered network switches , out-of-order delivery and multiple requests in HTTP pipelining .

  4. Packet loss - Wikipedia

    en.wikipedia.org/wiki/Packet_loss

    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.

  5. List of massively multiplayer online real-time strategy games

    en.wikipedia.org/wiki/List_of_massively...

    This is a selected list of massively multiplayer online real-time strategy games. MMORTSs are large multi-user games that take place in perpetual online worlds with hundreds or thousands of other players.

  6. 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 ...

  7. TCP congestion control - Wikipedia

    en.wikipedia.org/wiki/TCP_congestion_control

    While most CCAs are loss-based, in that they rely on packet loss to detect congestion and lower rates of transmission, BBR, like TCP Vegas, is model-based. The algorithm uses the maximum bandwidth and round-trip time at which the network delivered the most recent flight of outbound data packets to build a model of the network.

  8. Time-Sensitive Networking - Wikipedia

    en.wikipedia.org/wiki/Time-Sensitive_Networking

    Service protection against failures with redundancy over multiple paths and explicit routes to reduce packet loss and reordering. The same physical network shall handle both time-critical reserved traffic and regular best-effort traffic, and unused reserved bandwidth shall be released for best-effort traffic.

  9. Quality of service - Wikipedia

    en.wikipedia.org/wiki/Quality_of_service

    There are two principal approaches to QoS in modern packet-switched IP networks, a parameterized system based on an exchange of application requirements with the network, and a prioritized system where each packet identifies a desired service level to the network. Integrated services ("IntServ") implements the parameterized approach.