3 ms·
There's latency for pings and latency for sending moves to a multiplayer server, those are going to be low on the LAN. Then there's user experienced latency for
by lnanek2 13y ago
There's latency for pings and latency for sending moves to a multiplayer server, those are going to be low on the LAN. Then there's user experienced latency for sending high frame rate HD graphics to another machine every frame and the input back from that other machine. That is not going to be without hiccups, even on a LAN.
In reality, most consoles are hooked up by WiFi nowadays which will make things even worse. Android manufacturers have struggled with smooth display mirroring over WiFi for a long time and the only time I've seen it work good enough for gaming is WiFi Direct connections via Miracast or wired connections via MHL.
- asdasf 13y agoLatency is a measure of the time it takes for a packet to travel to its destination. No part of ethernet networks cares what the payload in those packets are. You don't magically get more latency because the data in them can be interpreted as frames of video.
- clarry 13y agoYou can look up latency and it has a more general meaning. We're talking about a time delay. In this context we're not concerned about the time it takes to tranfer a single TCP packet, we're concerned about the time it takes to transfer a complete frame of video (under the assumption that a complete frame is required before the receiving end can display it). So bandwidth plays a role, and if you're sending larger frames then the delay from source output to destination display will be larger. This is latency.
- asdasf 13y ago>So bandwidth plays a role Of course it does, but we're not talking 10Mb/s networks here. People stream 1080p content all the time, gigE can handle that no problem. The only latency concern would be the encoding step, not transferring the data.