Lag, or sometimes also lagg (slang) means a phenomenon, that is most prominently felt during fast paced [[..:gaming_theory:shooter|shooters]] but also in [[..:gaming_theory:real_time_strategy|RTS]] games, when playing via network, particularly, the internet. As information is transmitted in packages over the network, the transmission of data may show a delay of one or more packages in comparison to normal round trip times from the client to the server and back. The quality of the connection can vary during a match, so lag can appear at any time, even when starting out with a nice connection. If the so called latency time spikes, it is usually noticable by the way objects move, including one's self. Instead of a straight smooth movement, the object jumps in a teleportation like fashion. This is especially annoying if the game relies heavily on tracking that object, like when aiming on an opponent player in a shooter. The probability of missing will be highly increased with no fault of the player himself. | Lag, or sometimes also lagg (slang) means a phenomenon, that is most prominently felt during fast paced [[..:gaming_theory:shooter|shooters]] but also in [[..:gaming_theory:real_time_strategy|RTS]] games, when playing via network, particularly, the internet. As information is transmitted in packages over the network, the transmission of data may show a delay of one or more packages in comparison to normal round trip times from the client to the server and back. The quality of the connection can vary during a match, so lag can appear at any time, even when starting out with a nice connection. If the so called latency time spikes, it is usually noticable by the way objects move, including one's self. Instead of a straight smooth movement, the object jumps in a teleportation like fashion. This is especially annoying if the game relies heavily on tracking that object, like when aiming on an opponent player in a shooter. The probability of missing will be highly increased with no fault of the player himself. |
This can also happen, if [[loss]] occurs (e. g. when playing via wireless [[..:lan]]), and it may also happen right from the start, if the ping value (=latency time) is high from the start. Which value is acceptable for the game experience, depends strongly on the game you play. While a ping of 150 ms can still be quite playable for [[..:star_trek_-_voyager_elite_force|Star Trek: Voyager Elite Force]], with [[..:counter-strike]] it leaves much to be desired. | This can also happen, if [[loss]] occurs (e. g. when playing via wireless [[..:games:lan]]), and it may also happen right from the start, if the ping value (=latency time) is high from the start. Which value is acceptable for the game experience, depends strongly on the game you play. While a ping of 150 ms can still be quite playable for [[..:games:star_trek_-_voyager_elite_force|Star Trek: Voyager Elite Force]], with [[..:games:counter-strike]] it leaves much to be desired. |