Ping (video Games)
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Ping (video Games)
In computers, lag is delay ( latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client. The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay. Ping time 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). The lower one's ping is, the lower the latency is and the less lag the player will experience. ''High ping'' and ''low ping'' are commonly used terms in online gaming, where ''high ping'' refers to a ping that causes a severe ...
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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. Latency is physically a consequence of the limited velocity at which any physical interaction can propagate. The magnitude of this velocity is always less than or equal to the speed of light. Therefore, every physical system with any physical separation (distance) between cause and effect will experience some sort of latency, regardless of the nature of the stimulation at which it has been exposed to. The precise definition of latency depends on the system being observed or the nature of the simulation. In communications, the lower limit of latency is determined by the medium being used to transfer information. In reliable two-way communication s ...
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Network Packet
In telecommunications and computer networking, a network packet is a formatted unit of data carried by a packet-switched network. A packet consists of control information and user data; the latter is also known as the ''payload''. Control information provides data for delivering the payload (e.g., source and destination network addresses, error detection codes, or sequencing information). Typically, control information is found in packet headers and trailers. In packet switching, the bandwidth of the transmission medium is shared between multiple communication sessions, in contrast to circuit switching, in which circuits are preallocated for the duration of one session and data is typically transmitted as a continuous bit stream. Terminology In the seven-layer OSI model of computer networking, ''packet'' strictly refers to a protocol data unit at layer 3, the network layer. A data unit at layer 2, the data link layer, is a '' frame''. In layer 4, the transport layer, the da ...
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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, or network congestion.Kurose, J.F. & Ross, K.W. (2010). ''Computer Networking: A Top-Down Approach''. New York: Addison-Wesley. Packet loss is measured as a percentage of packets lost with respect to packets sent. The Transmission Control Protocol (TCP) detects packet loss and performs retransmissions to ensure reliable messaging. Packet loss in a TCP connection is also used to avoid congestion and thus produces an intentionally reduced throughput for the connection. In real-time applications like streaming media or online games, packet loss can affect a user's quality of experience (QoE). Causes The Internet Protocol (IP) is designed according to the end-to-end principle as a best-effort delivery service, with the intention of keeping the logic routers ...
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Network Performance
Network performance refers to measures of service quality of a network as seen by the customer. There are many different ways to measure the performance of a network, as each network is different in nature and design. Performance can also be modeled and simulated instead of measured; one example of this is using state transition diagrams to model queuing performance or to use a Network Simulator. Performance measures The following measures are often considered important: * Bandwidth commonly measured in bits/second is the maximum rate that information can be transferred * Throughput is the actual rate that information is transferred * Latency the delay between the sender and the receiver decoding it, this is mainly a function of the signals travel time, and processing time at any nodes the information traverses * Jitter variation in packet delay at the receiver of the information * Error rate the number of corrupted bits expressed as a percentage or fraction of the total sent Ban ...
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Frame Rate
Frame rate (expressed in or FPS) is the frequency (rate) at which consecutive images ( frames) are captured or displayed. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate may also be called the , and be expressed in hertz. Frame rate in electronic camera specifications may refer to the maximal possible rate, where, in practice, other settings (such as exposure time) may reduce the frequency to a lower number. Human vision The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is kn ...
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Online Game
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function. The design of online games can range from simple text-based environments to the incorporation of ...
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Single-player Video Game
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The '' Unreal Tournament'' series is one example of such. History The earliest video games, such as '' Tennis for Two'' (1958), '' Spacewar!'' (1962), and '' Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as '' Speed Race'' (1974) and '' Spa ...
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Radio Wave
Radio waves are a type of electromagnetic radiation with the longest wavelengths in the electromagnetic spectrum, typically with frequencies of 300 gigahertz ( GHz) and below. At 300 GHz, the corresponding wavelength is 1 mm (shorter than a grain of rice); at 30 Hz the corresponding wavelength is (longer than the radius of the Earth). Like all electromagnetic waves, radio waves in a vacuum travel at the speed of light, and in the Earth's atmosphere at a close, but slightly lower speed. Radio waves are generated by charged particles undergoing acceleration, such as time-varying electric currents. Naturally occurring radio waves are emitted by lightning and astronomical objects, and are part of the blackbody radiation emitted by all warm objects. Radio waves are generated artificially by an electronic device called a transmitter, which is connected to an antenna which radiates the waves. They are received by another antenna connected to a radio receiver, ...
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Wireless Network Interface Cards
A wireless network interface controller (WNIC) is a network interface controller which connects to a wireless network, such as Wi-Fi or Bluetooth, rather than a wired network, such as a Token Ring or Ethernet. A WNIC, just like other NICs, works on the layers 1 and 2 of the OSI model and uses an antenna to communicate via radio waves. A wireless network interface controller may be implemented as an expansion card and connected using PCI bus or PCIe bus, or connected via USB, PC Card, ExpressCard, Mini PCIe or M.2. The low cost and ubiquity of the Wi-Fi standard means that many newer mobile computers have a wireless network interface built into the motherboard. The term is usually applied to IEEE 802.11 adapters; it may also apply to a NIC using protocols other than 802.11, such as one implementing Bluetooth connections. Modes of operation An 802.11 WNIC can operate in two modes known as ''infrastructure mode'' and ''ad hoc mode'': ; Infrastructure mode : In an infras ...
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Firewall (computing)
In computing, a firewall is a network security system that monitors and controls incoming and outgoing network traffic based on predetermined security rules. A firewall typically establishes a barrier between a trusted network and an untrusted network, such as the Internet. History The term '' firewall'' originally referred to a wall intended to confine a fire within a line of adjacent buildings. Later uses refer to similar structures, such as the metal sheet separating the engine compartment of a vehicle or aircraft from the passenger compartment. The term was applied in the late 1980s to network technology that emerged when the Internet was fairly new in terms of its global use and connectivity. The predecessors to firewalls for network security were routers used in the late 1980s. Because they already segregated networks, routers could apply filtering to packets crossing them. Before it was used in real-life computing, the term appeared in the 1983 computer-hacking movi ...
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Throughput
Network throughput (or just throughput, when in context) refers to the rate of message delivery over a communication channel, such as Ethernet or packet radio, in a communication network. The data that these messages contain may be delivered over physical or logical links, or through network nodes. Throughput is usually measured in bits per second (bit/s or bps), and sometimes in data packets per second (p/s or pps) or data packets per time slot. The system throughput or aggregate throughput is the sum of the data rates that are delivered to all terminals in a network. Throughput is essentially synonymous to digital bandwidth consumption; it can be determined numerically by applying the queueing theory, where the load in packets per time unit is denoted as the arrival rate (), and the drop in packets per unit time is denoted as the departure rate (). The throughput of a communication system may be affected by various factors, including the limitations of the underlying analog p ...
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