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This is only acceptable as long as the response to the player's input is fast enough. When using cloud gaming, inputs by the player can lead to short delays until a response can be seen by them. Inputs must first be transmitted to the remote server, then the server must start rendering the graphics of the action being performed and stream the ...
RTT is a measure of the amount of time taken for an entire message to be sent to a destination and for a reply to be sent back to the sender. The time to send the message to the destination in its entirety is known as the network latency, and thus RTT is twice the latency in the network plus a processing delay at the destination. The other ...
Spinning can also be used to generate an arbitrary time delay, a technique that was necessary on systems that lacked a method of waiting a specific length of time. Processor speeds vary greatly from computer to computer, especially as some processors are designed to dynamically adjust speed based on current workload. [ 1 ]
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In video games, an unintentional or unexpected delay between the start and end of a process, usually to a detrimental effect on gameplay. Lag can occur in any of the many different processes in a video game, to vastly differing effects depending on the source: Frame lag: A direct delay in the rate at which a frame is processed. This is usually ...
In data communications, the bandwidth-delay product is the product of a data link's capacity (in bits per second) and its round-trip delay time (in seconds). [1] The result, an amount of data measured in bits (or bytes), is equivalent to the maximum amount of data on the network circuit at any given time, i.e., data that has been transmitted but not yet acknowledged.
Queuing delay – time the packet spends in routing queues; Transmission delay – time it takes to push the packet's bits onto the link; Propagation delay – time for a signal to propagate through the media; A certain minimum level of delay is experienced by signals due to the time it takes to transmit a packet serially through a link.
Delivery records in the full headers show when each computer received the message. The first delivery is at the bottom; the newest at the top. If you find a large time gap between delivery records, that shows which computer delayed before sending it to the next computer. 1. View the full header by following the steps above. 2.