Latency and Jitter
Latency is how long a packet takes; jitter is how much that time varies — and the second often matters more.
Latency and jitter are both about delay, but they break applications in different ways. Latency is the one-way or round-trip time a packet takes to travel — a fixed-feeling cost that's mostly about physical distance and the number of hops in between, bounded below by the speed of light. Jitter is the variation in that delay from one packet to the next. A connection can have high latency and still feel fine if it's consistent; it can have low average latency and still feel terrible if that number swings wildly.
Jitter is what breaks real-time media specifically. A video call doesn't care that packets take 80ms on average — it cares whether frame 500 arrives 40ms before or after frame 499, because audio and video have to be replayed in a steady rhythm regardless of when the network handed them over. The standard fix is a jitter buffer: deliberately hold received packets for a short window before playing them, smoothing out arrival-time variance into a steady output stream at the cost of adding a bit of latency on top. Buffer too little and you get stutter; buffer too much and the call feels laggy — tuning that tradeoff live is most of what makes real-time media engineering hard, and it's a core concern for anything built on WebRTC.
Latency itself splits into components worth naming separately: propagation delay (distance divided by signal speed), transmission delay (time to push all the bits onto the wire), processing delay (routers making forwarding decisions), and queuing delay (waiting behind other traffic at a congested link). Queuing delay is the one that spikes under load and is largely what jitter is at the packet level — a queue that isn't uniformly full.
QUIC and modern congestion control algorithms both target latency directly rather than just throughput, on the theory that a fast-but-bursty connection is worse to use than a slightly slower, steadier one.
See also5
TCP and UDP
TCP guarantees ordered, reliable delivery at the cost of latency; UDP delivers packets fast with no such promise.
Networks & Distribution17 connections
Streaming Response
Delivering a response incrementally as it is produced rather than all at once when complete.
Networks & Distribution20 connections
Backpressure
Backpressure is a slow receiver telling a fast sender to hold up, so a queue grows on purpose instead of by accident.
Networks & Distribution12 connections
Videoconferencing
Real-time two-way audio and video between people in different places, promised for decades as the picturephone, made ordinary by broadband and webcams, and turned into daily infrastructure for work and school during the 2020 pandemic.
Networks & Distribution8 connections
Sound Server
The background service that sits between applications and audio hardware, mixing many programs' sound together, routing it to the right speakers or headphones, and handling volume, device switching and latency.
Systems & Tooling8 connections
Linked from12
- BackpressureNetworks & Distribution
Backpressure is a slow receiver telling a fast sender to hold up, so a queue grows on purpose instead of by accident.
- BandwidthNetworks & Distribution
How much data a link can carry per second, why that's different from how fast it feels, and why a fast connection can still be slow for small requests.
- Frame GenerationGraphics & Rendering
Synthesizing extra frames between rendered ones, which raises displayed frame rate but not responsiveness.
- Frame PacingGraphics & Rendering
How evenly frames are delivered over time, which shapes perceived smoothness more than average frame rate does.
- QUICNetworks & Distribution
QUIC rebuilds reliable, multiplexed transport on top of UDP so one lost packet stops blocking unrelated streams.
- Rollback NetcodePlay & Games
A networking model that hides latency by predicting inputs and silently resimulating when the prediction was wrong, instead of freezing to wait.
- Sound ServerSystems & Tooling
The background service that sits between applications and audio hardware, mixing many programs' sound together, routing it to the right speakers or headphones, and handling volume, device switching and latency.
- TCP and UDPNetworks & Distribution
TCP guarantees ordered, reliable delivery at the cost of latency; UDP delivers packets fast with no such promise.
- Text-to-SpeechAgents & Language Models
Turning text into spoken audio, from robotic formant synthesizers to neural voices that clone a speaker from seconds of audio, and the latency and consent questions that come with them.
- Time to LiveNetworks & Distribution
A limit on how long something may live, counted in hops or seconds, which keeps lost packets from circling forever and tells caches when their copies go stale.
- VideoconferencingNetworks & Distribution
Real-time two-way audio and video between people in different places, promised for decades as the picturephone, made ordinary by broadband and webcams, and turned into daily infrastructure for work and school during the 2020 pandemic.
- Wi-FiNetworks & Distribution
Wireless local networking over shared, unlicensed radio channels, where every device on a channel takes turns talking, which explains most of its speed, range, and reliability quirks.