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Lag (video games)

noticeable delay in video games between the action of players and the reaction of the server

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Record originEnglish Wikipedia
Text licenseCC BY-SA 4.0
Source revisionSep 23, 2026
Entity authorityQ1347898
Source-derived summary

In computers, lag is delay (latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client.

The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter or a fighting game with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay.

Lag is mostly measured in milliseconds (ms) and may be displayed in-game (sometimes called a lagometer). The most common causes of lag are expressed as ping time (or simply ping) and the frame rate (fps). Generally a lag below 100 ms (10 hz or fps) is considered to be necessary for playability. The lowest ping physically possible for a connection between opposite points on Earth crossing half of the planet is 133 ms. Other causes of lag result commonly in a lag below a playable 20 ms (50 Hz or fps), or in the loss, corruption or jitter of the game.

Causes

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.

Editorial summary

This brief starts where responsible research should: with the source description of “Lag (video games)” as noticeable delay in video games between the action of players and the reaction of the server. Everything that follows is an evidence route, not borrowed authority.

Editorial reviewA concise reference frame for defining the subject, testing terminology and identifying the institution closest to the evidence. The current 235-word lead offers orientation but no explicit four-digit date, so chronology should not be assumed. The selected authority fields contribute no independent date. The account is most persuasive where video, games and noticeable can be independently traced.
Editorial analysis

Why this record matters

The subject matters to the general reference register because the source frames it as noticeable delay in video games between the action of players and the reaction of the server. Its deeper value depends on whether names, dates, institutions and citations support that framing.

Evidence profile

Named sources, stable identifiers and responsible institutions provide the strongest route from overview to verifiable evidence. The source revision retrieved here is dated Sep 23, 2026. The linked authority identifier is Q1347898. None of the 0 selected statements returned an explicit reference.

Critical limits

A concise general-reference account can conceal disagreements about scope, terminology or the weight assigned to individual sources. The source lead contains qualifying language; that uncertainty should survive quotation, summary and reuse. Authority statements aid reconciliation but still require their own references, qualifiers and ranks to be checked.

How to read it

Use the entry as an orientation point, then follow its citations and revision history. Names, dates and institutional relationships should be checked against the original record.

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  2. Expand the search: follow Lag (video games) primary sources, Lag (video games) archive and video research across catalogues and specialist indexes.
  3. Test the account: compare the strongest cited source with the responsible institution’s current record and note any disagreement.

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Source & attribution

This entry incorporates text from Lag (video games)” on English Wikipedia. Contributors are listed in the page history. Text is available under the Creative Commons Attribution-ShareAlike 4.0 License. Selected authority identifiers and statements are retrieved from Wikidata under CC0; their references and qualifiers remain part of the verification path.