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Hardware related issues cause lag due to the fundamental structure of the game architecture. While there may be numerous underlying reasons for why a player experiences lag, they can be summarized as insufficient hardware in either the client or the server, or a poor connection between the client and server. This need to communicate causes a delay between the clients and the server, and is the fundamental cause behind lag.
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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. While a single-player game maintains the main game state on the local machine, an online game requires it to be maintained on a central server in order to avoid inconsistencies between individual clients.
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As such, lower ping can result in faster Internet download and upload rates.
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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. However, the amount of packet-switching and network hardware in between the two computers is often more significant.
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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. Ping is also affected by geographical location. Some factors that might affect ping include: communication protocol used, Internet throughput (connection speed), the quality of a user's Internet service provider and the configuration of firewalls. Rather than using the traditional ICMP echo request and reply network packets to determine ping times, video game programmers often build their own latency detection into existing game packets (usually based on the UDP protocol) instead. Conversely, a high ping can make it very difficult for the player to play the game due to negative effects occurring, making it difficult for the player to track other players and even move their character. To counter this, many game servers automatically kick players with a ping higher than average. In some first-person shooter games, a high ping may cause the player to unintentionally gain unfair advantages, such as disappearing from one location and instantaneously reappearing in another, simulating the effect of teleportation, thus making it hard for other players to judge their character's position and subsequently making the player much more difficult to target. High ping may also cause servers to crash due to instability.
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Similarly, client software will often mandate disconnection if the latency is too high. Game servers may disconnect a client if the latency is too high and may pose a detriment to other players' gameplay. In games where timing is key, such as first-person shooter and real-time strategy games, a low ping is always desirable, as a low ping means smoother gameplay by allowing faster updates of game data between the players' clients and game server.
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This usage is a gaming cultural colloquialism and is not commonly found or used in professional computer networking circles. 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. The lower one's ping is, the lower the latency is and the less lag the player will experience. Ping time is an average time measured in milliseconds (ms). Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent.