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For the cloud gaming experience to be acceptable, the round-trip lag of all elements of the cloud gaming system (the thin client, the Internet and/or LAN connection the game server, the game execution on the game server, the video and audio compression and decompression, and the display of the video on a display device) must be low enough that ...
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.
Latency is unavoidable in online games, and the quality of the player's experience is strictly tied to this (the more latency there is between players, the greater the feeling that the game is not responsive to their inputs). [1] The latency of the players' network (which is largely out of a game's control) is not the only factor in question ...
Most older games were not created to take advantage of the Internet and the low latency, high bandwidth Internet connections available to computer gamers today. Furthermore, old games may use outdated network protocols to create multiplayer connections, such as IPX protocol, instead of Internet Protocol.
The speed of light imposes a minimum propagation time on all electromagnetic signals. It is not possible to reduce the latency below = / where s is the distance and c m is the speed of light in the medium (roughly 200,000 km/s for most fiber or electrical media, depending on their velocity factor).
For example, suppose a process commands that a computer card's voltage output be set high-low-high-low and so on at a rate of 1000 Hz. The operating system schedules the process for each transition (high-low or low-high) based on a hardware clock such as the High Precision Event Timer. The latency is the delay between the events generated by ...
Network Device Interface (NDI) is a software specification developed by the technology company NewTek.It enables high-definition video to be transmitted, received, and communicated over a computer network with low latency and high quality.
The bufferbloat phenomenon was described as early as 1985. [1] It gained more widespread attention starting in 2009. [2] According to some sources the most frequent cause of high latency ("lag") in online video games is local home network bufferbloat. High latency can render modern online gaming impossible. [3]