
Netcode
Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers. Players often infer "bad netcodes" when they experience lag or when their inputs are dropped. Common causes of such issues include high latency between server and client, packet loss, network congestion, and external factors independent to network quality such as frame rendering time or inconsistent frame rates. Netcodes may be designed to uphold a synchronous and seamless experience between users despite these networking challenges.
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- enNetcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers. Players often infer "bad netcodes" when they experience lag or when their inputs are dropped. Common causes of such issues include high latency between server and client, packet loss, network congestion, and external factors independent to network quality such as frame rendering time or inconsistent frame rates. Netcodes may be designed to uphold a synchronous and seamless experience between users despite these networking challenges.
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- enNetcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers. Players often infer "bad netcodes" when they experience lag or when their inputs are dropped. Common causes of such issues include high latency between server and client, packet loss, network congestion, and external factors independent to network quality such as frame rendering time or inconsistent frame rates. Netcodes may be designed to uphold a synchronous and seamless experience between users despite these networking challenges.
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- Netcode
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- enNetcode
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- AAA (video game industry)
- Age of Empires
- Apex Legends
- Battlefield V
- Call of Duty: Modern Warfare (2019 video game)
- Call of Duty: Warzone
- Category:Multiplayer video games
- Category:Servers (computing)
- Category:Video game development
- Category:Video game platforms
- Client–server model
- Counter-Strike: Global Offensive
- Database management systems
- Dragon Ball FighterZ
- Fighting game
- File:Delay-based Netcode Flowchart.png
- File:Rollback Netcode Flowchart.png
- First-person shooter
- Fortnite
- Frame rate
- Frames per second
- Gamer
- GGPO
- Glitch
- Internet Relay Chat
- Lag (online gaming)
- Lag (video games)
- Lag compensation
- Latency (engineering)
- Local area network
- Millisecond
- Nagle's algorithm
- Network congestion
- Online game
- Online games
- Overwatch (video game)
- Packet loss
- Peer-to-peer
- Real-time strategy
- Real Time Streaming Protocol
- Scheduler (computing)
- Skullgirls
- Transmission Control Protocol
- Transport layer
- Umbrella term
- User Datagram Protocol
- Valorant
- Video game genre
- SameAs
- fffJ
- m.0105th4l
- Netcode
- Netcode
- Netcode
- Netzcode
- Q17042618
- SeeAlso
- TCP
- User Datagram Protocol
- Subject
- Category:Multiplayer video games
- Category:Servers (computing)
- Category:Video game development
- Category:Video game platforms
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- Netcode?oldid=1121538117&ns=0
- WikiPageLength
- 17231
- Wikipage page ID
- 42353094
- Wikipage revision ID
- 1121538117
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