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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 blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.
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.
In blogging, a ping is an XML-RPC-based push mechanism by which a weblog notifies a server that its content has been updated. [1] An XML-RPC signal is sent from the weblog to one or more Ping servers, as specified by originating weblog), to notify a list of their "Services" of new content on the weblog.
For example, the VoIP application Discord, commonly used with multiplayer games, uses the domain discord.gg as a redirect to their main website, discord.com, as well as for Discord server invite links. [5]
Discord is an instant messaging and VoIP social platform which allows communication through voice calls, video calls, text messaging, and media.Communication can be private or take place in virtual communities called "servers".
Ping operates by means of Internet Control Message Protocol (ICMP) packets. Pinging involves sending an ICMP echo request to the target host and waiting for an ICMP echo reply. The program reports errors, packet loss , and a statistical summary of the results, typically including the minimum, maximum, the mean round-trip times, and standard ...
GGPO (Good Game Peace Out) is middleware designed to help create a near-lagless online experience for various emulated arcade games and fighting games. The program was created by Tony Cannon, co-founder of fighting game community site Shoryuken and the popular Evolution Championship Series.
The server message is used to tell a server that the other end of a new connection is a server. [36] This message is also used to pass server data over the whole network. <hopcount> details how many hops (server connections) away <servername> is. <info> contains addition human-readable information about the server. Defined in RFC 1459.