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Re:The Technology Behind A Low Latency Cloud Gaming Service by Mithaldu on Thursday September 29, 2016 @08:54AM (#12604837)
I'm working on a game with my own GL engine, and i found locally even <5ms jitter is noticable, if only because the jitter occasionally causes a "frame time overflow", leading to a skipped frame or a frame being displayed twice.
Re:The Technology Behind A Low Latency Cloud Gaming Service by Dylan16807 on Thursday September 29, 2016 @02:13PM (#12607507)
No, no, that's not what I'm saying.

You set up a fixed delay, that is large enough to contain your jitter. It doesn't matter if one packet takes 80ms and the next takes 105ms when you don't display it until the 120ms mark. There will be no visible jitter.