sorry but you are wrong, FPS is a way to measure how many frames take in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.
Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?
let me explain this.
if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.
i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.
You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).
Example:
If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!
Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.
Please go technical and explain that on an example.
i gave you a picture. if you doint get that all hope is lost.
Mr, what you are reffering to is frame time, please for the educations sake look at the link below:
sorry but you are wrong, FPS is a way to measure how many frames take in one second, but re real measurment of FPS is latancy between frames, this is measured in miliseconds.
Ok, once again, is it important for you, to measure the latency in a game between 2 consecutive frames and call that a "lag"? As you said it is in ms, so are your senses so advanced from "ours", human that you see that screen lagging between each frame? You may but the FPS of the game has to be lower than 1. Now who would play a game that sends pictures to a monitor 1 at a second at best?
let me explain this.
if the FPS drops down to such which you notice then you have lag between the frames. latency =/= lag. lag = long latency.
i was being technical but we have things called "tools" these "tools" give us the ms readings. it does it for network lag (also measured in ms) and FPS lag.
You are contradicting the WORLD! We said earlier that lag is a synonym for latency. Both are time related. Web said it is true and it may be usable. I know that latency shows the return of a packet to you at a given time and gives you a number in ms. Lag happens when you can see that time. Now, fps is measured in frames and has nothing to do with the network(lag or latency).
Example:
If you have a high latency meaning like 500+, you already see the slow response time from the server. Meaning you push the spell button and the spell is cast later. This is called "lag". The other thing is, you have fps problems, the game is like 10fps. You push the button on the spell, the game reacts immediately, but unfortunately you are only able to see the spell animation chopped up. There was no lag between your action and reaction, other words latency. The other guy who you play with has the best rig he could buy and he sees you perfectly fine with no slowdown, no jumping around like a crazy mexican on tequila!
Normaly you can get the latency reading not from a "tool" as you describe, but from a normal ping command, which returns the time needed to receive a packet from a server back to you.
Please go technical and explain that on an example.
i gave you a picture. if you doint get that all hope is lost.
Mr, what you are reffering to is frame time, please for the educations sake look at the link below:
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
Wow. I am amazed this thread has gone this long. "Lag problems?' what lag problems the game isnt even out. It was just a demo. Wait about 6 months to a year when we see a beta then lets talk about this. Now lets just enjoy the fact that we saw something about it.
Considering that a number of players in the demos were playing from Anet's Bellevue office, I would say that lag is a non-issue.
It would be even more impressive to learn that the demos were being served from their office, but I think at this point that that information is not available.
Seeing that most gaming companies have their QA server located in the office where they work, you would expect too see results as seen in the demo. Esp if the game aspects in the demo were optimized.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
its is called latancy man. you know why? becasue you call an apple and apple. and yes you can do it 1000/fps. but i wanted to make it simpler to understand.
Latency is a measure of time delay. the time between 2 frames is a ammount of time delay. how hard is that?
thankyou for playing the game, goodbye you aparently can not be saved.
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
its is called latancy man. you know why? becasue you call an apple and apple. and yes you can do it 1000/fps. but i wanted to make it simpler to understand.
Latency is a measure of time delay. the time between 2 frames is a ammount of time delay. how hard is that?
thankyou for playing the game, goodbye you aparently can not be saved.
I srsly dont know how old you are but you seem to lack knowledge of basic physics:
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
its is called latancy man. you know why? becasue you call an apple and apple. and yes you can do it 1000/fps. but i wanted to make it simpler to understand.
Latency is a measure of time delay. the time between 2 frames is a ammount of time delay. how hard is that?
thankyou for playing the game, goodbye you aparently can not be saved.
I srsly dont know how old you are but you seem to lack knowledge of basic physics:
latency = ms
fps = frames per second
frame time = ms per frame
so you prove me right? are you on something?
is frame time= ms per frame= LATANCY duh. do you really not get that?
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
its is called latancy man. you know why? becasue you call an apple and apple. and yes you can do it 1000/fps. but i wanted to make it simpler to understand.
Latency is a measure of time delay. the time between 2 frames is a ammount of time delay. how hard is that?
thankyou for playing the game, goodbye you aparently can not be saved.
I srsly dont know how old you are but you seem to lack knowledge of basic physics:
latency = ms
fps = frames per second
frame time = ms per frame
so you prove me right? are you on something?
is frame time= ms per frame= LATANCY duh. do you really not get that?
You sure, you finished elementary school?
ok here goes, how long is that street? Lets say 4 kilometers! How fast goes that car? 100 kilometers per hour!
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
its is called latancy man. you know why? becasue you call an apple and apple. and yes you can do it 1000/fps. but i wanted to make it simpler to understand.
Latency is a measure of time delay. the time between 2 frames is a ammount of time delay. how hard is that?
thankyou for playing the game, goodbye you aparently can not be saved.
I srsly dont know how old you are but you seem to lack knowledge of basic physics:
latency = ms
fps = frames per second
frame time = ms per frame
so you prove me right? are you on something?
is frame time= ms per frame= LATANCY duh. do you really not get that?
You sure, you finished elementary school?
ok here goes, how long is that street? Lets say 4 kilometers! How fast goes that car? 100 kilometers per hour!
Comprende the difference? Go back to school!
uh? what?
4km?100kmph? what does that have to do with this?
you know what never mind, there is a saying that fits you perfectly.
Latency is how long it takes for packets to be sent to your computer. It is determined by the amount of distance it has to travel. Packets can only move so fast so the longer the path the more time it takes for those packets to reach your computer. This is called Latency.
FPS deals with how fast it takes your computer to rander a frame on your computer. This is based on how fast your graphics card can render information relative to how much information that needs to be rendered.
Latency is how long it takes for packets to be sent to your computer. It is determined by the amount of distance it has to travel. Packets can only move so fast so the longer the path the more time it takes for those packets to reach your computer. This is called Latency.
FPS deals with how fast it takes your computer to rander a frame on your computer. This is based on how fast your graphics card can render information relative to how much information that needs to be rendered.
Latency is how long it takes for packets to be sent to your computer. It is determined by the amount of distance it has to travel. Packets can only move so fast so the longer the path the more time it takes for those packets to reach your computer. This is called Latency.
FPS deals with how fast it takes your computer to rander a frame on your computer. This is based on how fast your graphics card can render information relative to how much information that needs to be rendered.
Latency and FPS are 2 seperate things
Thanks for another opinion, lets hope it helps ending this charade.
Latency and FPS may be 2 separate things but they can effect each other.
It all depends on the games netcode. If you are having severe lag in certain games it can cause the game to strain your system just because of how the game is specifically designed to handle a lagging character.
On the reverse, if your computer is having FPS lag, it may cause hiccups in your comp which can trickle down to other processes while your comp tries to handle heavy load.
A good example of how these things can relate would be wintergrasp in world of warcraft on a highly populated server.
Some people have fps lag because of the massive amount of people, and some people have latency issues because the server can't handle the load well, and some people have both issues because one triggers another.
charade? are you kidding? you have on multiple occasions proven my points, but you seem to just have too thick a skull to beleive anything told to you.Fps in general is just the measure of amounts of frames in 1 second, but the time between two of those frames is measured by latency, which by definition is "a measure of time delay experienced" no matter how little that time is. the time between 2 frames is a delay that is experienced. this is measured in ms, if that latency has a large amount of time then is is lagging (such as when one person is far ahead the other person is lagging behind). now packets and frames act is nearly identical ways. frames( rendered pictures) = packets (network data), time between frames (frame latency) = time between packets (network latency), and milliseconds/ frame (frame ping)= milliseconds/packet(ping). both are the same thing, data. although they work to different effects they are the same in many ways. now latency is any form of delay. if you are waiting in traffic that can be called latency. although it is never really called that. now yet again this is not opinion this is something biased ENTIRELY on fact. now if you want to act childish about it more i dont care, i am done with you and your namecalling and accucations againt my character just because you cant grasp such a simple concept that latancy measures delays.
TL;DR: FPS = measure of how many frams fit into 1 second. Frame latancy = time between 2 frames measured by miliseconds.
im sorry if you dont get it but thats your problem.
so you are saying how long it take your computer to render an image? that is like saying the amount of informaiton that needs to be rendered = latency. your computer doesn't experience a delay when it is rendering information, the only one who experiences the delay is you. computer is still working away rendering your frames. not to mention non of this determines how fast your computer recieves information from the server. the most your computer effects latency is how long it takes to read a packet, but it doesn't determine how fast your computer recieves that packet. not to mention graphics information isn't carried by the packet that is all handled in the client. Packets contain operations, like where characters are moving and what they are doing.
Cloud is somewhat correct about the term latency, what i believe is causing some strife is that people are talking about network lag and not client lag.
2 persons playing on the same connection, on the same house, with the same IP setup will have the same network lag, but if their computer specs are different then FPS will differ.
The discussion is about networking and not about computer specs, so while you're somewhat correct Cloud, it doesn't really go straight to the point of the discusion...even though we might actually take in consideration how the servers will handle any huge ammount of graphical data and how the client will respond FPSwise.
In last years some newbs started using word "lag" for every kind of performance problems.
Its crazily confusing. When you ask in public chat "Is anyone else experiencing lag" you can get all sorts of oppinions.
From people having prehistoric graphic cards and having real low FPS , to the people with 500mb RAM that HD load every bush and leaf in the scenery ...
Complete mess:
My suggestion is to use proper terms for specifics
LAG = Network latency - INTERNET CONNECTION
Low FPS = Graphic problem (GPU)
Hitching = Not enough RAM ( HDD loading )
Rubberbanding = ( its internet latency ) typing LAG is shorter
In last years some newbs started using word "lag" for every kind of performance problems.
Its crazily confusing. When you ask in public chat "Is anyone else experiencing lag" you can get all sorts of oppinions.
You have it in reverse. Lag has traditionally just meant delay of any kind. It actually predated the internet since it used to be a car mechanic's term used in timing the ignition system. When internet gaming started it was adopted to use for latency and also for delay caused by client graphics delay and for server slowdowns. Lately though there has been a movement by a few to restrict it to just mean network latency. There is no need though. There is no confusion since it is always obvious what is meant by context. When someone says they are lagging they dont always know which is the root cause but they dont have to know.
When someone says "Is anyone else lagging" if many say yes that indicates its network or server. Thats not confusion that is logic.
In last years some newbs started using word "lag" for every kind of performance problems.
Its crazily confusing. When you ask in public chat "Is anyone else experiencing lag" you can get all sorts of oppinions.
You have it in reverse. Lag has traditionally just meant delay of any kind. It actually predated the internet since it used to be a car mechanic's term used in timing the ignition system. When internet gaming started it was adopted to use for latency and also for delay caused by client graphics delay and for server slowdowns. Lately though there has been a movement by a few to restrict it to just mean network latency. There is no need though. There is no confusion since it is always obvious what is meant by context. When someone says they are lagging they dont always know which is the root cause but they dont have to know.
When someone says "Is anyone else lagging" if many say yes that indicates its network or server. Thats not confusion that is logic.
I'd say this is accurate. Someone could say lag and mean client side lag, which is not related to network latency. Client side lag could be from graphical delays, HDD grinding away, memory, who knows...
It can also mean a local network, Internet or service side (Arena Net) issue. Depending on what the user is experiencing. Either way the end user stating "I'm lagging" is a correct use of term.
Until formal dictionaries are updated, which perhaps they are lagging behind... I would say anyone who thinks lag is network only needs additional time away from the computer and in the classroom.
In last years some newbs started using word "lag" for every kind of performance problems.
Its crazily confusing. When you ask in public chat "Is anyone else experiencing lag" you can get all sorts of oppinions.
You have it in reverse. Lag has traditionally just meant delay of any kind. It actually predated the internet since it used to be a car mechanic's term used in timing the ignition system. When internet gaming started it was adopted to use for latency and also for delay caused by client graphics delay and for server slowdowns. Lately though there has been a movement by a few to restrict it to just mean network latency. There is no need though. There is no confusion since it is always obvious what is meant by context. When someone says they are lagging they dont always know which is the root cause but they dont have to know.
When someone says "Is anyone else lagging" if many say yes that indicates its network or server. Thats not confusion that is logic.
I'd say this is accurate. Someone could say lag and mean client side lag, which is not related to network latency. Client side lag could be from graphical delays, HDD grinding away, memory, who knows...
It can also mean a local network, Internet or service side (Arena Net) issue. Depending on what the user is experiencing. Either way the end user stating "I'm lagging" is a correct use of term.
Until formal dictionaries are updated, which perhaps they are lagging behind... I would say anyone who thinks lag is network only needs additional time away from the computer and in the classroom.
In last years some newbs started using word "lag" for every kind of performance problems.
Its crazily confusing. When you ask in public chat "Is anyone else experiencing lag" you can get all sorts of oppinions.
You have it in reverse. Lag has traditionally just meant delay of any kind. It actually predated the internet since it used to be a car mechanic's term used in timing the ignition system. When internet gaming started it was adopted to use for latency and also for delay caused by client graphics delay and for server slowdowns. Lately though there has been a movement by a few to restrict it to just mean network latency. There is no need though. There is no confusion since it is always obvious what is meant by context. When someone says they are lagging they dont always know which is the root cause but they dont have to know.
When someone says "Is anyone else lagging" if many say yes that indicates its network or server. Thats not confusion that is logic.
I'd say this is accurate. Someone could say lag and mean client side lag, which is not related to network latency. Client side lag could be from graphical delays, HDD grinding away, memory, who knows...
It can also mean a local network, Internet or service side (Arena Net) issue. Depending on what the user is experiencing. Either way the end user stating "I'm lagging" is a correct use of term.
Until formal dictionaries are updated, which perhaps they are lagging behind... I would say anyone who thinks lag is network only needs additional time away from the computer and in the classroom.
Innitially in MMO's (like EQ) when people talked about lag they talked about high pings and package lot on the network copnnection...
Over the years the word Lag in onlinegames has evolved in something bigger tough.
to be truthful everyone i quotes just now is correct in some way.
lag was used long before computers to mean slow in some way or anouther. but for gaming it was generaly used for network's being slow. but that does not mean it was not correct to call low fps (which is slow render speed) lag also. just because something is popular does not mean that it is the only way something is used, and it also does not mean that other ways are incorrect.
Comments
Sure hell it does!
It proves that FPS has NOTHING to do with Lag.
yes because i read in it "the time between a 2 frames is not caleld latancy". that says nothing.
btw for the curious on how to measure latancy from fps then here is how you do it.
take your fps.
say 100
devide that from 1 (1 = second)
you get .001
multiplay that by 1000
you get 10ms.
its simple and can be reversed.
so here is the forumla.
time/FPS*1000=latancy
also just to note, latancy = a measure of lag.
How can you call that equation latency(yes, this is how it should be written)? it has ms per frame so the equation should look like time / fps, so 1000/fps. Why put that 1 second into that equation?
This is not latency my friend. You can't just use the name apple for a pear, because this is just not true.
Wow. I am amazed this thread has gone this long. "Lag problems?' what lag problems the game isnt even out. It was just a demo. Wait about 6 months to a year when we see a beta then lets talk about this. Now lets just enjoy the fact that we saw something about it.
Seeing that most gaming companies have their QA server located in the office where they work, you would expect too see results as seen in the demo. Esp if the game aspects in the demo were optimized.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
its is called latancy man. you know why? becasue you call an apple and apple. and yes you can do it 1000/fps. but i wanted to make it simpler to understand.
Latency is a measure of time delay. the time between 2 frames is a ammount of time delay. how hard is that?
thankyou for playing the game, goodbye you aparently can not be saved.
I srsly dont know how old you are but you seem to lack knowledge of basic physics:
latency = ms
fps = frames per second
frame time = ms per frame
so you prove me right? are you on something?
is frame time= ms per frame= LATANCY duh. do you really not get that?
You sure, you finished elementary school?
ok here goes, how long is that street? Lets say 4 kilometers! How fast goes that car? 100 kilometers per hour!
Comprende the difference? Go back to school!
uh? what?
4km?100kmph? what does that have to do with this?
you know what never mind, there is a saying that fits you perfectly.
The stupid are never wrong.
Latency is how long it takes for packets to be sent to your computer. It is determined by the amount of distance it has to travel. Packets can only move so fast so the longer the path the more time it takes for those packets to reach your computer. This is called Latency.
FPS deals with how fast it takes your computer to rander a frame on your computer. This is based on how fast your graphics card can render information relative to how much information that needs to be rendered.
Latency and FPS are 2 seperate things
again really? REALLY?
Thanks for another opinion, lets hope it helps ending this charade.
It all depends on the games netcode. If you are having severe lag in certain games it can cause the game to strain your system just because of how the game is specifically designed to handle a lagging character.
On the reverse, if your computer is having FPS lag, it may cause hiccups in your comp which can trickle down to other processes while your comp tries to handle heavy load.
A good example of how these things can relate would be wintergrasp in world of warcraft on a highly populated server.
Some people have fps lag because of the massive amount of people, and some people have latency issues because the server can't handle the load well, and some people have both issues because one triggers another.
charade? are you kidding? you have on multiple occasions proven my points, but you seem to just have too thick a skull to beleive anything told to you.Fps in general is just the measure of amounts of frames in 1 second, but the time between two of those frames is measured by latency, which by definition is "a measure of time delay experienced" no matter how little that time is. the time between 2 frames is a delay that is experienced. this is measured in ms, if that latency has a large amount of time then is is lagging (such as when one person is far ahead the other person is lagging behind). now packets and frames act is nearly identical ways. frames( rendered pictures) = packets (network data), time between frames (frame latency) = time between packets (network latency), and milliseconds/ frame (frame ping)= milliseconds/packet(ping). both are the same thing, data. although they work to different effects they are the same in many ways. now latency is any form of delay. if you are waiting in traffic that can be called latency. although it is never really called that. now yet again this is not opinion this is something biased ENTIRELY on fact. now if you want to act childish about it more i dont care, i am done with you and your namecalling and accucations againt my character just because you cant grasp such a simple concept that latancy measures delays.
TL;DR: FPS = measure of how many frams fit into 1 second. Frame latancy = time between 2 frames measured by miliseconds.
im sorry if you dont get it but thats your problem.
so you are saying how long it take your computer to render an image? that is like saying the amount of informaiton that needs to be rendered = latency. your computer doesn't experience a delay when it is rendering information, the only one who experiences the delay is you. computer is still working away rendering your frames. not to mention non of this determines how fast your computer recieves information from the server. the most your computer effects latency is how long it takes to read a packet, but it doesn't determine how fast your computer recieves that packet. not to mention graphics information isn't carried by the packet that is all handled in the client. Packets contain operations, like where characters are moving and what they are doing.
Cloud is somewhat correct about the term latency, what i believe is causing some strife is that people are talking about network lag and not client lag.
2 persons playing on the same connection, on the same house, with the same IP setup will have the same network lag, but if their computer specs are different then FPS will differ.
The discussion is about networking and not about computer specs, so while you're somewhat correct Cloud, it doesn't really go straight to the point of the discusion...even though we might actually take in consideration how the servers will handle any huge ammount of graphical data and how the client will respond FPSwise.
Its ridicilous
In last years some newbs started using word "lag" for every kind of performance problems.
Its crazily confusing. When you ask in public chat "Is anyone else experiencing lag" you can get all sorts of oppinions.
From people having prehistoric graphic cards and having real low FPS , to the people with 500mb RAM that HD load every bush and leaf in the scenery ...
Complete mess:
My suggestion is to use proper terms for specifics
LAG = Network latency - INTERNET CONNECTION
Low FPS = Graphic problem (GPU)
Hitching = Not enough RAM ( HDD loading )
Rubberbanding = ( its internet latency ) typing LAG is shorter
You have it in reverse. Lag has traditionally just meant delay of any kind. It actually predated the internet since it used to be a car mechanic's term used in timing the ignition system. When internet gaming started it was adopted to use for latency and also for delay caused by client graphics delay and for server slowdowns. Lately though there has been a movement by a few to restrict it to just mean network latency. There is no need though. There is no confusion since it is always obvious what is meant by context. When someone says they are lagging they dont always know which is the root cause but they dont have to know.
When someone says "Is anyone else lagging" if many say yes that indicates its network or server. Thats not confusion that is logic.
A picture is worth a thousand words. A screenshot to demonstrate performance? Not so much. No snarky intentions just thought it was funny.
Here are a couple things that might help with conversation, though I guess they have probably been mentioned.
Arena Net has those with experience in making the original Battle.net - I am sure they have learned a few things since.
Umbra software and the other tools Arena Net is taking advantage of - http://www.umbrasoftware.com/
I'd say this is accurate. Someone could say lag and mean client side lag, which is not related to network latency. Client side lag could be from graphical delays, HDD grinding away, memory, who knows...
It can also mean a local network, Internet or service side (Arena Net) issue. Depending on what the user is experiencing. Either way the end user stating "I'm lagging" is a correct use of term.
/I'veprobablyrepeatedthesamethingsomeoneelsesaidahwell
Until formal dictionaries are updated, which perhaps they are lagging behind... I would say anyone who thinks lag is network only needs additional time away from the computer and in the classroom.
http://www.bing.com/Dictionary/search?q=define+lag
Innitially in MMO's (like EQ) when people talked about lag they talked about high pings and package lot on the network copnnection...
Over the years the word Lag in onlinegames has evolved in something bigger tough.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
to be truthful everyone i quotes just now is correct in some way.
lag was used long before computers to mean slow in some way or anouther. but for gaming it was generaly used for network's being slow. but that does not mean it was not correct to call low fps (which is slow render speed) lag also. just because something is popular does not mean that it is the only way something is used, and it also does not mean that other ways are incorrect.