en:network_terms:loss
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en:network_terms:loss [2022-04-01-23-39] – ↷ Links adapted because of a move operation 7saturn | en: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 [[..: | 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: | + | [ [[..: |
en/network_terms/loss.txt · Last modified: 2022-04-02-13-06 by 7saturn