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en:network_terms:loss [2022-04-01-23-39] – ↷ Links adapted because of a move operation 7saturnen:network_terms:loss [2022-04-01-23-41] – ↷ Links adapted because of a move operation 7saturn
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 However, games implement additional layer(s) of protocol(s) on top of UDP. A simple example would be a serially incremented number in each package. It is incremented by each package sent to the communications partner and also the last received package number is included into the replies. This way the other side can see whether it missed packages. And also the sender will notice either missed packages of the other side or (with the reflected own numbers gotten back) finding out that loss happened when sending. So essentially there are means to measure loss. There are games, such as [[..:games:counter-strike_1_5|Counter-Strike 1.5]] or [[..:games:star_trek_-_voyager_elite_force|Star Trek: Voyager Elite Force]], that give a player the means of discovering and showing that ("net graph"). With the help of certain [[..:game_tech:cvar|cvars]], there are even some means available, to reduce the effects of a so-called lossy connection for example by sending a specific package multiple times. However, games implement additional layer(s) of protocol(s) on top of UDP. A simple example would be a serially incremented number in each package. It is incremented by each package sent to the communications partner and also the last received package number is included into the replies. This way the other side can see whether it missed packages. And also the sender will notice either missed packages of the other side or (with the reflected own numbers gotten back) finding out that loss happened when sending. So essentially there are means to measure loss. There are games, such as [[..:games:counter-strike_1_5|Counter-Strike 1.5]] or [[..:games:star_trek_-_voyager_elite_force|Star Trek: Voyager Elite Force]], that give a player the means of discovering and showing that ("net graph"). With the help of certain [[..:game_tech:cvar|cvars]], there are even some means available, to reduce the effects of a so-called lossy connection for example by sending a specific package multiple times.
  
-[ [[..:games:games_database]] ] [ [[..:games:network_terms]] ] [ [[..:games:game_related_terms]] ]+[ [[..:games_database]] ] [ [[..:network_terms]] ] [ [[..:game_related_terms]] ]
en/network_terms/loss.txt · Last modified: 2022-04-02-13-06 by 7saturn

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