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In multiplayer online video games, ping (not to be confused with frames per second) refers to the network latency between a player's computer (client), and either the game server or another client (i.e. peer)

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This could be reported quantitatively as an average time in milliseconds, or qualitatively as low ping or high ping.

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Having a low ping is always desirable because lower latency provides smoother gameplay by allowing faster updates of game data.

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Ping is often conflated with lag. One may "lag out" due to unacceptably high ping. Servers will often disconnect a client if the ping is too high and it poses a detriment to others' gameplay..

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Similarly, client software will often mandate disconnection if the ping is too high. A high ping is not the result of lag; rather, a high ping causes lag. It may also make servers crash because of the stability.

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Rather than using the traditional ICMP echo request and reply packets to determine ping times, game programmers often instead build their own latency detection into existing game packets (usually based on the UDP protocol).

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Some factors that might affect ping include: • network protocol engineering, • Internet connection speed • the quality of a user's Internet service provider • the configuration of firewalls.

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Ping is also affected by geographical location.

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References • http://en.wikipedia.org/wiki/Ping_(networking_utility) • http://farm5.staticflickr.com/4007/4576023305_57d6e1e728_o. png • http://th03.deviantart.net/fs70/PRE/f/2011/288/7/a/i_know_th at_feel_bro_by_rober_raik-d4cxn5a.png • http://upload.wikimedia.org/wikipedia/commons/thumb/6/6e /Sloth_(PSF).png/1272px-Sloth_(PSF).png • https://research.cs.vt.edu/3di/sites/default/files/FinalTechniq ue.png • http://www.goodcontroller.com/blog/wp- content/uploads/2011/04/Molloy3_Main.1.png