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Rhododendron

Agree or Disagree?

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Lag: You can't get rid of this - In distributed applications, lag is often caused by communication latency, which is the time taken for a sent packet of data to be received at the other end. It includes the time to encode the packet for transmission and transmit it, the time for that data to traverse the network equipment between the nodes, and the time to receive and decode the data. This is also known as "one-way latency". A minimum bound on latency is determined by the distance between communicating devices and the speed at which the signal propagates in the circuits (typically 70–95% of the speed of light in vacuum). Actual latency is often much higher because of packet processing in networking equipment, and other traffic. This is currently impossible to stop - glitches occur and things happen.

 

Hacking: Face it this needn't any explanation. No matter how many updates or security systems to release - there will always be a coder to crack and modify it.

 

With everything else - welcome to video games.

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In distributed applications, lag is often caused by communication latency, which is the time taken for a sent packet of data to be received at the other end. It includes the time to encode the packet for transmission and transmit it, the time for that data to traverse the network equipment between the nodes, and the time to receive and decode the data. This is also known as "one-way latency". A minimum bound on latency is determined by the distance between communicating devices and the speed at which the signal propagates in the circuits (typically 70–95% of the speed of light in vacuum). Actual latency is often much higher because of packet processing in networking equipment, and other traffic.

 

Straight from wikipedia. +1 silence

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Lag: You can't get rid of this - In distributed applications, lag is often caused by communication latency, which is the time taken for a sent packet of data to be received at the other end. It includes the time to encode the packet for transmission and transmit it, the time for that data to traverse the network equipment between the nodes, and the time to receive and decode the data. This is also known as "one-way latency". A minimum bound on latency is determined by the distance between communicating devices and the speed at which the signal propagates in the circuits (typically 70–95% of the speed of light in vacuum). Actual latency is often much higher because of packet processing in networking equipment, and other traffic. This is currently impossible to stop - glitches occur and things happen.

 

Hacking: Face it this needn't any explanation. No matter how many updates or security systems to release - there will always be a coder to crack and modify it.

 

With everything else - welcome to video games.

uhh...yeah, what he said.

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