Lag (video games) in the context of Client (computing)


Lag (video games) in the context of Client (computing)

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⭐ Core Definition: Lag (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 or a fighting game with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay.

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Lag (video games) in the context of 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. The original meaning of “latency”, as used widely in psychology, medicine and most other disciplines, derives from “latent”, a word of Latin origin meaning “hidden”.  Its different and relatively recent meaning (this topic) of “lateness” or “delay” appears to derive from its superficial similarity to the word “late”, from the old English “laet”.

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 to which it has been exposed.

View the full Wikipedia page for Latency (engineering)
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