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  2. Network performance - Wikipedia

    en.wikipedia.org/wiki/Network_performance

    In TCP/IP, latency can also directly affect throughput. In TCP connections, the large bandwidth-delay product of high latency connections, combined with relatively small TCP window sizes on many devices, effectively causes the throughput of a high latency connection to drop sharply with latency.

  3. Round-trip delay - Wikipedia

    en.wikipedia.org/wiki/Round-trip_delay

    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.

  4. Lag (video games) - Wikipedia

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

    Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms). [citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience.

  5. Transmission time - Wikipedia

    en.wikipedia.org/wiki/Transmission_time

    The round-trip time or ping time is the time from the start of the transmission from the sending node until a response (for example an ACK packet or ping ICMP response) is received at the same node. It is affected by packet delivery time as well as the data processing delay , which depends on the load on the responding node.

  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. Packet loss - Wikipedia

    en.wikipedia.org/wiki/Packet_loss

    The amount of packet loss that is acceptable depends on the type of data being sent. For example, for voice over IP traffic, one commentator reckoned that "[m]issing one or two packets every now and then will not affect the quality of the conversation. Losses between 5% and 10% of the total packet stream will affect the quality significantly."

  8. IEEE 802.11 - Wikipedia

    en.wikipedia.org/wiki/IEEE_802.11

    This Linksys WRT54GS, a combined router and Wi‑Fi access point, operates using the 802.11g standard in the 2.4 GHz ISM band using signalling rates up to 54 Mbit/s. IEEE 802.11 Wi-fi networks are the most widely used wireless networks in the world, connecting devices like laptops (left) to the internet through a wireless router (right).

  9. Guard interval - Wikipedia

    en.wikipedia.org/wiki/Guard_interval

    As long as the echoes fall within this interval, they will not affect the receiver's ability to safely decode the actual data, as data is only interpreted outside the guard interval. In TDMA, each user's timeslot ends with a guard interval. Thus, the guard interval protects against data loss within the same timeslot, and protects the following ...