In computers, lag is delay (
latency) between the action of the
user
Ancient Egyptian roles
* User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty
* Useramen, an ancient Egyptian vizier also called "User"
Other uses
* User (computing), a person (or software) using an ...
(input) and the reaction of the
server
Server may refer to:
Computing
*Server (computing), a computer program or a device that provides requested information for other programs or devices, called clients.
Role
* Waiting staff, those who work at a restaurant or a bar attending custome ...
supporting the
task, which has to be sent back to the
client
Client(s) or The Client may refer to:
* Client (business)
* Client (computing), hardware or software that accesses a remote service on another computer
* Customer or client, a recipient of goods or services in return for monetary or other valuable ...
.
The player's ability to tolerate lag depends on the type of game being played. For instance, a
strategy game
A strategy game or strategic game is a game in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style think ...
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
Twitch gameplay is a type of video gameplay scenario that tests a player's response time. Action games such as shooters, sports, multiplayer online battle arena, and fighting games often contain elements of twitch gameplay. For example, fir ...
such as a
first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
or a
fighting game
The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
with a considerably faster pace may require a significantly lower lag to provide satisfying
gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
.
Lag is mostly measured in
millisecond
A millisecond (from '' milli-'' and second; symbol: ms) is a unit of time in the International System of Units equal to one thousandth (0.001 or 10−3 or 1/1000) of a second or 1000 microseconds.
A millisecond is to one second, as one second i ...
s (ms) and may be displayed in-game (sometimes called a lagometer). The most common causes of lag are expressed as
ping time (or simply ''ping'') and the
frame rate
Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
(fps). Generally a lag below 100 ms (10
hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing
half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 hz or fps), or in the
loss,
corruption
Corruption is a form of dishonesty or a criminal offense that is undertaken by a person or an organization that is entrusted in a position of authority to acquire illicit benefits or abuse power for one's gain. Corruption may involve activities ...
or
jitter
In electronics and telecommunications, jitter is the deviation from true periodicity of a presumably periodic signal, often in relation to a reference clock signal. In clock recovery applications it is called timing jitter. Jitter is a signifi ...
of the game.
Causes
While a
single-player
A single-player video game is a video game where input from only one player is expected throughout the gameplay. Video games in general can feature several game modes, including single-player modes designed to be played by a single player in add ...
game maintains the main game state on the local machine, an
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, a ...
requires it to be maintained on a central server in order to avoid inconsistencies between individual clients. As such, the client has no direct control over the central game state and may only send change requests to the server, and can only update the local game state by receiving updates from the server. This need to communicate causes a delay between the clients and the server, and is the fundamental cause behind lag. While there may be numerous underlying reasons for why a player experiences lag, most common reasons are poor connection between the client and server, or insufficient processing in either the client or the server.
Connection
Perhaps the most common type of lag is caused by
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 mod ...
problems.
Losses,
corruption
Corruption is a form of dishonesty or a criminal offense that is undertaken by a person or an organization that is entrusted in a position of authority to acquire illicit benefits or abuse power for one's gain. Corruption may involve activities ...
or
jitter
In electronics and telecommunications, jitter is the deviation from true periodicity of a presumably periodic signal, often in relation to a reference clock signal. In clock recovery applications it is called timing jitter. Jitter is a signifi ...
(an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient
bandwidth
Bandwidth commonly refers to:
* Bandwidth (signal processing) or ''analog bandwidth'', ''frequency bandwidth'', or ''radio bandwidth'', a measure of the width of a frequency range
* Bandwidth (computing), the rate of data transfer, bit rate or thr ...
and no or little
congestion. Instead, the latency involved in transmitting data between clients and server plays a significant role. Latency varies depending on a number of factors, such as the physical distance between the end-systems, as a longer distance means additional transmission length and
routing
Routing is the process of selecting a path for traffic in a Network theory, network or between or across multiple networks. Broadly, routing is performed in many types of networks, including circuit-switched networks, such as the public switched ...
required and therefore higher latency. Routing over the
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
may be extremely indirect, resulting in far more transmission length (and consequent latency) than a direct route, although the cloud gaming service
OnLive
OnLive was a provider of cloud computing, cloud X86 virtualization, virtualization technologies based in Mountain View, California. OnLive's flagship product was its cloud gaming service, which allowed subscribers to rent or demo video games, com ...
has developed a solution to this issue by establishing
peering
In computer networking, peering is a voluntary interconnection of administratively separate Internet networks for the purpose of exchanging traffic between the "down-stream" users of each network. Peering is settlement-free, also known as "bill-a ...
relationships with multiple
Tier 1 network
A Tier 1 network is an Internet Protocol (IP) network that can reach every other network on the Internet solely via settlement-free interconnection (also known as settlement-free peering). Tier 1 networks can exchange traffic with other Tier 1 net ...
Internet Service Providers and choosing an optimal route between server and user.
Ping time
Ping time, or simply ping, is the main meassure of connection lag. Ping time is the
network delay
Network delay is a design and performance characteristic of a telecommunications network. It specifies the latency for a bit of data to travel across the network from one communication endpoint to another. It is typically measured in multiple ...
for a
round trip between a player's
client
Client(s) or The Client may refer to:
* Client (business)
* Client (computing), hardware or software that accesses a remote service on another computer
* Customer or client, a recipient of goods or services in return for monetary or other valuable ...
and the game
server
Server may refer to:
Computing
*Server (computing), a computer program or a device that provides requested information for other programs or devices, called clients.
Role
* Waiting staff, those who work at a restaurant or a bar attending custome ...
as measured with the
ping utility or equivalent. Ping time is an average time measured in
millisecond
A millisecond (from '' milli-'' and second; symbol: ms) is a unit of time in the International System of Units equal to one thousandth (0.001 or 10−3 or 1/1000) of a second or 1000 microseconds.
A millisecond is to one second, as one second i ...
s (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 amount of lag; while any level of ping may cause lag, severe lag is usually indicated by a ping of over 100 ms. This usage is a gaming cultural colloquialism and is not commonly found or used in professional computer networking circles.
Some factors that might particularly affect ping include:
communication protocol
A communication protocol is a system of rules that allows two or more entities of a communications system to transmit information via any variation of a physical quantity. The protocol defines the rules, syntax, semantics (computer science), sem ...
used, Internet
throughput
Network throughput (or just throughput, when in context) refers to the rate of message delivery over a communication channel in a communication network, such as Ethernet or packet radio. The data that these messages contain may be delivered ov ...
(connection speed), the quality of a user's Internet service provider and the configuration of
firewalls. Ping is also affected by geographical location. For instance, if someone is in India, playing on a server located in the United States, the distance between the two is greater than it would be for players located within the US, and therefore it takes longer for data to be transmitted, resulting at 20,000 km (
half way around the Earth) in a ping of 133 ms.
However, the amount of packet-switching and network hardware in between the two computers is often more significant. For instance,
wireless network interface cards must modulate digital signals into
radio signals, which is often more costly than the time it takes an electrical signal to traverse a typical span of cable. As such, lower ping can result in faster Internet download and upload rates.
Interface
Input-lag
Input-lag or input latency is the lag produced by the input device, such as a mouse, keyboard or other controller, and its connection. Wireless devices are particularly affected by this kind of lag.
Some people claim to notice extra lag when using a wireless controller, while other people claim that the 4–8 milliseconds of lag is negligible. The
refresh rate
The refresh rate, also known as vertical refresh rate, vertical scan rate or vertical frequency in reference to terminology originating with the cathode-ray tubes (CRTs), is the number of times per second that a raster-based display device displa ...
is a type or part of input-lag that is the rate of a display to produce distinct picture, measured in
Hz (e.g. 60, 240 or 360, that is 16.7, 4.2 or 2.8 ms respectively).
Display lag
This is the lag caused by the television or monitor (also called output lag). In addition to the latency imposed by the screen's
pixel response time, any image processing (such as
upscaling,
motion smoothing, or
edge smoothing) takes time and therefore adds more input lag. An input lag below 30
ms is generally considered unnoticeable in a
television
Television (TV) is a telecommunication medium for transmitting moving images and sound. Additionally, the term can refer to a physical television set rather than the medium of transmission. Television is a mass medium for advertising, ...
. Once the frame has been processed, the final step is the updating the
pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s to display the correct color for the new frame. The time this takes is called the
pixel response time.
Effects
The noticeable effects of lag vary not only depending on the exact cause, but also on all techniques for lag compensation that the game may implement (described below). As all clients experience some delay, implementing these methods to minimize the effect on players is important for smooth gameplay. Lag causes numerous problems for issues such as accurate rendering of the game state and hit detection. In many games, lag is often frowned upon because it disrupts normal gameplay. The severity of lag depends on the type of game and its inherent tolerance for lag. Some games with a slower pace can tolerate significant delays without any need to compensate at all, whereas others with a faster pace are considerably more sensitive and require extensive use of compensation to be playable (such as the first-person shooter genre). Due to the various problems lag can cause, players that have an insufficiently fast Internet connection are sometimes not permitted, or discouraged from playing with other players or servers that have a distant server host or have high latency to one another. Extreme cases of lag may result in extensive desynchronization of the game state.
Lag due to an insufficient update rate between client and server can cause some problems, but these are generally limited to the client itself. Other players may notice jerky movement and similar problems with the player associated with the affected client, but the real problem lies with the client itself. If the client cannot update the game state at a quick enough pace, the player may be shown outdated renditions of the game, which in turn cause various problems with hit- and collision detection.
Testing has found that overall input lag (from human input to visible response) times of approximately are distracting to the user. It also appears that (excluding the monitor/television display lag) is an average response time and the most sensitive games (
fighting games
The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
,
first person shooters and
rhythm games
Rhythm (from Greek , ''rhythmos'', "any regular recurring motion, symmetry") generally means a " movement marked by the regulated succession of strong and weak elements, or of opposite or different conditions". This general meaning of regular r ...
) achieve response times of (excluding display lag).
Solutions and lag compensation
There are various methods for reducing or disguising delays, though many of these have their drawbacks and may not be applicable in all cases. If synchronization is not possible by the game itself, the clients may be able to choose to play on servers in geographical proximity to themselves in order to reduce latencies, or the servers may simply opt to drop clients with high latencies in order to avoid having to deal with the resulting problems. However, these are hardly optimal solutions. Instead, games will often be designed with lag compensation in mind.
Many problems can be solved simply by allowing the clients to keep track of their own state and send absolute states to the server or directly to other clients.
For example, the client can state exactly at what position a player's character is or who the character shot. This solution works and will all but eliminate most problems related to lag. Unfortunately, it also relies on the assumption that the client is honest. There is nothing that prevents a player from modifying the data they send, directly at the client or indirectly via a proxy, in order to ensure they will always hit their targets. In online games, the risk of cheating may make this solution unfeasible, and clients will be limited to sending relative states (i.e. which vector it moved on or shot in).
Client-side
As clients are normally not allowed to define the main game state, but rather receive it from the server, the main task of the client-side compensation is to render the virtual world as accurately as possible. As updates come with a delay and may even be dropped, it is sometimes necessary for the client to
predict the flow of the game. Since the state is updated in discrete steps, the client must be able to estimate a movement based on available samples. Two basic methods can be used to accomplish this;
extrapolation
In mathematics
Mathematics is a field of study that discovers and organizes methods, Mathematical theory, theories and theorems that are developed and Mathematical proof, proved for the needs of empirical sciences and mathematics itself. ...
and
interpolation
In the mathematics, mathematical field of numerical analysis, interpolation is a type of estimation, a method of constructing (finding) new data points based on the range of a discrete set of known data points.
In engineering and science, one ...
.
Extrapolation is an attempt to estimate a future game state. As soon as a packet from the server is received, the position of an object is updated to the new position. Awaiting the next update, the next position is extrapolated based on the current position and the movement at the time of the update. Essentially, the client will assume that a moving object will continue in the same direction. When a new packet is received, the position may be corrected slightly.
Interpolation works by essentially buffering a game state and rendering the game state to the player with a slight, constant delay. When a packet from the server arrives, instead of updating the position of an object immediately, the client will start to interpolate the position, starting from the last known position. Over an interpolation interval, the object will be rendered moving smoothly between the two positions. Ideally, this interval should exactly match the delay between packets, but due to loss and variable delay, this is rarely the case.
Both methods have advantages and drawbacks.
* Interpolation ensures that objects will move between valid positions only and will produce good results with constant delay and no loss. Should dropped or out-of-order packets overflow the interpolation buffer the client will have to either freeze the object in position until a new packet arrives, or fall back on extrapolation instead. The downside of interpolation is that it causes the world to be rendered with additional latency, increasing the need for some form of lag compensation to be implemented.
* The problem with extrapolating positions is fairly obvious: it is impossible to accurately predict the future. It will render movement correctly only if the movement is constant, but this will not always be the case. Players may change both speed and direction at random. This may result in a small amount of "warping" as new updates arrive and the estimated positions are corrected, and also cause problems for hit detection as players may be rendered in positions that they are not actually in.
Often, in order to allow smooth gameplay, the client is allowed to do soft changes to the game state. While the server may ultimately keep track of ammunition, health, position, etc., the client may be allowed to predict the new server-side game state based on the player's actions, such as allowing a player to start moving before the server has responded to the command. These changes will generally be accepted under normal conditions and make delay mostly transparent. Problems will arise only in the case of high delays or losses, when the client's predictions are very noticeably undone by the server. Sometimes, in the case of minor differences, the server may even allow "incorrect" changes to the state based on updates from the client.
Server-side
Unlike clients, the server knows the exact current game state, and as such prediction is unnecessary. The main purpose of server-side lag compensation is instead to provide accurate effects of client actions. This is important because by the time a player's command has arrived time will have moved on, and the world will no longer be in the state that the player saw when issuing their command. A very explicit example of this is hit detection for weapons fired in first-person shooters, where margins are small and can potentially cause significant problems if not properly handled.
Rewind time
Another way to address the issue is to store past game states for a certain length of time, then rewind player locations when processing a command.
The server uses the latency of the player (including any inherent delay due to interpolation; see above) to rewind time by an appropriate amount in order to determine what the shooting client saw at the time the shot was fired. This will usually result in the server seeing the client firing at the target's old position and thus hitting. In the worst case, a player will be so far behind that the server runs out of historical data and they have to start leading their targets.
This is a
WYSIWYG
In computing, WYSIWYG ( ), an acronym for what you see is what you get, refers to software that allows content to be edited in a form that resembles its appearance when printed or displayed as a finished product, such as a printed document, web ...
solution that allows players to aim directly at what they are seeing. But the price is an aggravation of the effects of latency when a player is under fire: not only does their own latency play a part, but their attacker's too. In many situations, this is not noticeable, but players who have just taken cover will notice that they carry on receiving damage/death messages from the server for longer than their own latency can justify. This can lead more often to the (false) impression that they were shot through cover and the (not entirely inaccurate) impression of "laggy
hitboxes".
One design issue that arises from rewinding is whether to stop rewinding a dead player's lagged commands as soon as they die on the server, or to continue running them until they "catch up" to the time of death. Cutting compensation off immediately prevents victims from posthumously attacking their killers, which meets expectations, but preserves the natural advantage of moving players who round a corner, acquire a target and kill them in less time than a round trip to the stationary victim's client.
Rewinding can be criticized for allowing the high latency of one player to negatively affect the experience of low-latency players. Servers with lag compensation will sometimes reduce the length of player history stored, or enforce ping limits, to reduce this problem.
Trust clients
It is possible for clients to tell the server what they are doing and for the server to trust the data it receives. This method is avoided if at all possible due to its susceptibility to
cheating
Cheating generally describes various actions designed to subvert or disobey rules in order to obtain unfair advantages without being noticed. This includes acts of bribery, cronyism and nepotism in any situation where individuals are given pr ...
: it is a simple matter to route network data through a second computer which inserts fabricated hit messages or modifies existing ones, a technique which cannot be detected by
anti-cheat
On online games, cheating subverts the rules or mechanics of the games to gain an unfair advantage over other players, generally with the use of Third-party software component, third-party software. What constitutes cheating is dependent on t ...
tools.
However, the sheer scale of some games makes computationally expensive solutions like
rewinding impossible. In ''
Battlefield 3
''Battlefield 3'' is a 2011 first-person shooter game developed by DICE and published by Electronic Arts. It is the sixth main installment in the '' Battlefield'' series and a follow-up to '' Battlefield 2'' (2005). The game was released on Micr ...
'', for example, a "hybrid hit detection" system is used where clients tell the server that they hit and the server performs only a vague test of plausibility before accepting the claim.
Trusting a client's results otherwise has the same advantages and disadvantages as
rewinding.
Make clients extrapolate
A less common lag solution is to do nothing on the server and to have each client extrapolate (see above) to cover its latency.
This produces incorrect results unless remote players maintain a constant velocity, granting an advantage to those who dodge back and forth or simply start/stop moving.
Extended extrapolation also results in remote players becoming visible (though not vulnerable) when they should not be: for example if a remote player sprints up to a corner then stops abruptly at the edge, other clients will render them sprinting onward, into the open, for the duration of their own latency. On the other side of this problem, clients have to give remote players who just started moving an extra burst of speed in order to push them into a theoretically accurate predicted location.
Design
It is possible to reduce the perception of lag through
game design
Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, Wargame (video games), war ga ...
. Techniques include playing client-side animations as if the action took place immediately, reducing/removing built-in timers on the host machine, and using camera transitions to hide warping.
Cloud gaming
Cloud gaming
Cloud gaming, sometimes called gaming on demand or game streaming, is a type of Online game, online gaming that runs video games on remote Server (computing), servers and Streaming media, streams the game's output (video, sound, etc.) directly to ...
is a type of online gaming where the entire game is hosted on a game server in a data center, and the user is only running a
thin client
In computer networking, a thin client, sometimes called slim client or lean client, is a simple (low-Computer performance, performance) computer that has been Program optimization, optimized for Remote desktop, establishing a remote connectio ...
locally that forwards
game controller
A game controller, gaming controller, or simply controller, is an input device or Input/Output Device, input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as ...
actions upstream to the game server. The game server then renders the next frame of the game video which is compressed using low-lag
video compression
In information theory, data compression, source coding, or bit-rate reduction is the process of encoding information using fewer bits than the original representation. Any particular compression is either lossy or lossless. Lossless compression ...
and is sent downstream and decompressed by the thin client. 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
A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signa ...
) must be low enough that the user perception is that the game is running locally.
Because of such tight lag requirements, distance considerations of the
speed of light
The speed of light in vacuum, commonly denoted , is a universal physical constant exactly equal to ). It is exact because, by international agreement, a metre is defined as the length of the path travelled by light in vacuum during a time i ...
through
optical fiber
An optical fiber, or optical fibre, is a flexible glass or plastic fiber that can transmit light from one end to the other. Such fibers find wide usage in fiber-optic communications, where they permit transmission over longer distances and at ...
come into play, currently limiting the distance between a user and a cloud gaming game server to approximately 1000 miles, according to
OnLive
OnLive was a provider of cloud computing, cloud X86 virtualization, virtualization technologies based in Mountain View, California. OnLive's flagship product was its cloud gaming service, which allowed subscribers to rent or demo video games, com ...
.
There is also much controversy about the lag associated with cloud gaming. In multiplayer games using a client/server network architecture, the player's computer renders the game's graphics locally and only information about the player's in-game actions are sent to the server. For example, when the player presses a button, the character on-screen instantly performs the corresponding action. However, the consequences of the action such as an enemy being killed are only seen after a short delay due to the time taken for the action to reach the server. 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 video back to the player over the network, taking additional time. Thus, the player experiences a noticeable delay between pressing a button and seeing something happen on-screen. Depending on the skill and experience of the player, this can cause disorientation and confusion similar to
Delayed Auditory Feedback
Delayed auditory feedback (DAF), also called delayed sidetone, is a type of altered auditory feedback that consists of extending the time between speech and auditory perception. It can consist of a device that enables a user to speak into a micr ...
and hampers navigation and aiming in the game world. When rapidly inputting a long combination move, the on-screen character will not be synchronized with the button presses. This usually causes severe confusion in the player resulting in the failure of the combination move.
The extra input lag can also make it very difficult to play certain single player games. For example, if an enemy takes a swing at the player and the player is expected to block, then by the time the player's screen shows that the enemy has commenced attacking, the enemy would have already struck and killed the player on the server.
Special Use
"Ka le" In ''
Dota 2
''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
''
Ka le or Kale, ,
is a gaming
slang
A slang is a vocabulary (words, phrases, and linguistic usages) of an informal register, common in everyday conversation but avoided in formal writing and speech. It also often refers to the language exclusively used by the members of pa ...
and
Internet
The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
phrase
In grammar, a phrasecalled expression in some contextsis a group of words or singular word acting as a grammatical unit. For instance, the English language, English expression "the very happy squirrel" is a noun phrase which contains the adject ...
referring to lag.
It is from
Chinese phrase ()
and was first used in
Dota 2 Asia Championships 2015, when some Chinese players typed it in chat to complain about their annoying game lags and request to pause.
As the Chinese ''
Dota 2
''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
'' scene became popular, this expression became known as well. Many western players, professionals and amateurs alike, often type "kale" instead of "lag" in in-game chat and
Twitch.
See also
*
Response time (technology)
In technology, response time is the time a system or functional unit takes to react to a given input.
Computing
In computing, the responsiveness of a service, how long a system takes to respond to a request for service, is measured through t ...
References
External links
Input Lag Test: TVs from 2016 + 2017Dein-Fernseher.de
{{DEFAULTSORT:Lag (Online Gaming)
Online games
Multiplayer video games
Video game terminology