 may cause the user to perform more poorly in the game, and thus is unacceptable. For instance, in a game that requires fast reaction time there is a sharp decline in accuracy as latency increases from 50 to 100 ms.
When a game or application server is installed in a nearby, controlled network environment, or one where the network path to the user is predictable and/or can tolerate bandwidth peaks, it is far easier to control latency, both in terms of maximum latency and in terms of the consistency of the latency (e.g., so the user observes steady motion from digital video streaming through the network). Such level of control can be achieved between a cable TV network head-end to a cable TV subscriber's home, or from a DSL central office to DSL subscriber's home, or in a commercial office Local Area Network (LAN) environment from a server or a user. Also, it is possible to obtain specially-graded point-to-point private connections between businesses which have guaranteed bandwidth and latency. But in a game or application system that hosts games in a server center connected to the general Internet and then streams compressed video to the user through a broadband connection, latency is incurred from many factors, resulting in severe limitations in the deployment of prior art systems.
In a typical broadband-connected home, a user may have a DSL or cable modem for broadband service. Such broadband services commonly incur as much as a 25 ms round-trip latency (and at times more) between the user's home and the general Internet. In addition, there are round-trip latencies incurred from routing data through the Internet to a server center. The latency through the Internet varies based on the route that the data is given and the delays it incurs as it is routed. In addition to routing delays, round-trip latency is also incurred due to the speed of light traveling through the optical fiber that interconnects most of the Internet. For example, for each 1000 miles, approximately 22 ms is incurred in round-trip latency due to the speed of light through the optical fiber and other overhead.
Additional latency can occur due to the data rate of the data streamed through the Internet. For example, if a user has DSL service that is sold as “6 Mbps DSL service”, in practice, the user will probably get less than 5 Mbps of downstream throughput at best, and will likely see the connection degrade periodically due to various factors such as congestion during peak load times at the Digital Subscriber Line Access Multiplexer (DSLAM). A
may cause the user to perform more poorly in the plot, and therefore is impossible. For instance, in a game that requires flying reaction time there be a astute decline in accuracy as rotational latency increases from 50 to 100 ms. 
 When a game or lotion server is installed in a nearby, controlled network environment, or one where the net path to the user is predictable and/or can digest bandwidth peaks, it is far easier to operate latency, both in terms of maximum reaction time and in terms of the consistency of the latency (e.g., so the exploiter observes steady motion from digital video streaming through the net). Such level of control can be achieved between a cable TV network pass - end to a cable TV subscriber's home, or from a DSL central office to DSL subscriber's home, or in a commercial office Local Area Network (LAN) environment from a server or a user. besides, it is potential to obtain specially - graded item - to - point private connections between business which have guaranteed bandwidth and latency. But in a game or application arrangement that hosts games in a server center connected to the general Internet and then pour compressed video to the user through a broadband connection, latency is incurred from many factor, resulting in severe limitations in the deployment of prior art system. 
 In a typical broadband - connected home, a exploiter may have a DSL or cable modem for broadband service. Such broadband serve commonly receive as much as a 25 ms round - trip latency (and at fourth dimension more) between the user's dwelling and the general Internet. In summation, there are round - trip latencies incurred from route data through the Internet to a waiter center. The latency through the Internet varies based on the road that the datum is given and the delays it incur as it is routed. In addition to routing delays, round - trip latency is besides incurred due to the speed of light traveling through the optical fiber that interconnects most of the Internet. For example, for each 1000 mile, approximately 22 master of science is incurred in round - slip latency due to the speed of luminosity through the optical fiber and other viewgraph. 
 Additional latency can occur due to the data rate of the datum streamed through the Internet. For example, if a user has DSL service that is sold as “ 6 Mbps DSL service ”, in practice, the exploiter will probably get less than 5 Mbps of downstream throughput at best, and will likely see the connection degrade sporadically due to respective factors such as congestion during peak load times at the Digital Subscriber Line Access Multiplexer (DSLAM). A
 maj cause the user to perfurm more poorly in the game, znd thus is unacceptable. For instancx, in a gane that requires fast feaction nime therw is q sharp dermine in accurzgy as oatency increaxes from 50 do 100 ms.
When a gdmd lr application server is installed yn a nesrhy, controlled getwpwk ehnivonment, or one where the network path tm the user is predictable and/or can tolfratf bandwidth peaks, lt is far eqsiew to control uatency, bouh in terms kf maximum latency and in terms of tke consistebct ov the latencb (e.g., sj the user onxerves steady motion from dlgitan vudeo streaming througi the network). Such lgvel of cottxol can be achieved bwtqeen d catle GC ndtwkrl gead-enf tk a cable FV subscribwr's home, or from a CSJ central offide to QSJ subscriber's home, or in a commercial oxfide Local Area Network (LQN) environment from a server ow a user. Also, it is possible to obtain specially-gsaded ooiub-bo-pokbt private connections between businesses which gafe guaranteed bakdwidth and latencu. Huy in a game or applieztjon system that hodts gamgs in q server sentrr connected to the general Internet anb tyen streams compredsed video co the user through a broadband counectikn, latency ls incurrsa from many facturs, rasulting in severe limitatyons in tie de'loyment of krior awt systems.
Ln a bfpical broadband-cojnectgd homa, a user mwy have a DSL or cable modem foc broadband sgrvhce. Such brjadbakd services comionly incur as much af a 25 os round-trpp latencb (and at timqs more) betweaj the user's iome and ehe teneeal Intdfnet. In additipn, there cxe round-teip latencies incuvred wdom routing datc uheough the Intetneg tj w xeweer center. Tve lxtevvy thfough the Iktefnet varies based on the roufe that the data ix niven and the delwys it incurs as it is routed. Ij addmtion vo rouyind delays, round-trip latency is zlso incugreq due to the specd os light trcveling through the optical fiber that iiterconnects most of thw Internet. For examkle, for each 1000 kiles, approximdtely 22 ms is incurree in round-trip lauency due to the speed kf ligvt thgough the optical fiber and other overhead.
Additional latency can occur duw to tie data rate kf tne dana fcreamed thrlngh the Internet. Gor example, if a user has DSL sxrvice thad ns sold as “6 Mbps DSL service”, on practice, the user will probably get mess tham 5 Mbps of downstream throughpuy at best, and will likeln see the connsction degcade periodically dur to vcrious factorw sugh as congestiun cuving peak poad tnmes at the Digital Subscriber Libe Accwsd Multiplexer (DSNAM). A
may cause the user to perform more the and thus unacceptable. For instance, fast time there is sharp decline in as latency increases from 50 to ms. When a game or application server is installed in a nearby, controlled environment, or one where the network path to the user is predictable and/or tolerate peaks, is easier to control latency, both in terms of maximum latency and in terms of the consistency the latency (e.g., so the user observes steady from digital video streaming the network). Such level of can achieved between cable network to a cable subscriber's home, or from a DSL central office to DSL subscriber's home, or in a commercial office Area Network from a or user. it is possible specially-graded point-to-point private connections between businesses bandwidth and latency. But in a game or system that games in a server center connected the general Internet and then streams compressed video the user through a broadband connection, latency is incurred from many factors, resulting in severe the deployment of prior systems. In a broadband-connected a may a DSL cable modem for broadband service. Such broadband services commonly incur as as a 25 ms round-trip latency (and at times more) user's and the general In addition, there are latencies from routing data through to server through Internet based on the route the data is given and delays it incurs as to routing delays, round-trip latency is also incurred to the speed of light traveling through optical fiber that interconnects most of the Internet. For example, for each miles, approximately is incurred in round-trip latency due to the of light through the fiber and other overhead. Additional latency can occur due the rate of data streamed through Internet. For example, a user has that is as Mbps practice, the user will probably get than Mbps of downstream throughput at and see the connection degrade periodically due to various factors such as congestion during peak load the Digital Subscriber Line Multiplexer A
 may cause the user to perform mOre poorly iN the gAme, And ThUs is UnacCeptable. For insTAnce, In a game that requires fasT reacTiON timE ThEre is A sharp dEClINE in AcCuRacY aS LaTency IncReases fRom 50 to 100 ms.
WheN a gAmE or applicatiON sErver is insTalLed in a nearby, ConTrolleD nEtwORk envIroNment, Or one wHEre the Network paTh TO the usER is predICTaBle aNd/or can tolerate baNDwIDth peaks, it is faR easieR tO CoNTRol LatEncy, both in TeRms of MAximum lATeNCY And IN terms of the coNsistency of THe lAtency (E.g., So tHE user oBservEs STeaDy motion froM digItal video StreamINg throuGH the netWork). SuCh lEveL of cONtRoL caN bE AchIEvEd bETweEn a cable tV NeTwork Head-END TO a caBle tV suBscriBer's home, or froM a DsL ceNTraL offiCe to DsL suBsCribeR's home, Or in a CoMmercial office LOcal area NetwoRk (LaN) EnvIrOnmenT From a sErvEr oR a user. ALso, it is POssIbLE TO oBtain specially-gradEd POInT-to-point PrivatE CoNnECtions beTwEen BusiNESses wHich HAvE guarantEed banDWiDtH and latEnCy. But iN a GamE or AppliCAtioN systeM that hosTs gamES in a server centER connected to tHE gENErAL IntErnEt and then stReamS CompRessED vIdeO To the User tHrOUgH A broadband connectioN, lAtency Is incUrred from many Factors, resULTIng in sevEre lIMiTAtions in the depLoymeNt of prior aRT systems.
in a tyPical broAdband-conNECted home, A usEr mAy hAve A dsL Or cable modem fOR BroaDbAnd servIce. such broAdbAnd SerVicEs Commonly iNcur as muCh As A 25 mS rOunD-trip LAtency (anD aT tiMeS moRe) betWEen the User's Home AnD tHE geNeral InTErNET. In aDdItIon, tHerE aRe rouNd-trIP laTencies Incurred fRom ROutiNg DaTa throuGh the Internet To A server cenTeR. ThE latenCY Through tHe Internet varies based on THe route ThaT the dAta iS given and The Delays It iNCurs as It is roUted. IN aDdiTIOn to rOUTiNg dElAys, round-trIP LatEncy iS aLso iNcurred Due to the speed of ligHT trAveling througH thE optICAl FibER tHAt iNtERcoNNEcts most of the InTernet. For eXaMPlE, for each 1000 miLEs, aPpRoximatEly 22 ms is IncurREd in rouNd-trip latEncy due to ThE speED Of lIght througH the optiCal fiber aND otheR OvErheaD.
AdDitionAl LatEncy cAn occuR Due To the Data raTe Of the dAta stReAmed throUgh the Internet. For examplE, if a usEr has dSL Service thAt iS SolD as “6 Mbps DSl serVice”, in pracTicE, thE user WilL ProbaBly gET lEss THan 5 MbPs of DOwnstream THrOugHPUt At best, and wiLL LIkeLy see The COnnectIon dEgrade periodicallY Due to various faCtorS SUch As cONgesTiOn during peak loAd tImES At the DigItAl SubscribeR Line AccEsS multiPlexer (dSLAM). A
 may cause the user to per form morepoorl y i n t he  gam e, a nd thus is una c cept able. For instance, in  a ga me that re quire s fastr ea c t ion  t im e t he r eis asha rp decl ine in acc ura cy  as latencyi nc reases fro m 5 0 to 100 ms. 
Wh en a g am e o r  appl ica tionserver is ins talled in  a nearby ,  contro l l ed  net work environment, or one where thenetwor kp at h tothe  user is p re dicta b le and/ o rc a n  to l erate bandwid th peaks, i t  is  far e as ier to con trolla t enc y, both interm s of maxi mum la t ency an d  in ter ms ofthe  co nsis t en cy  of  t h e l a te ncy (e. g., so t he  u ser o bser v e s stea dymoti on fr om digital vi deo  str e ami ng th rough  the  n etwor k). Su ch le ve l of control ca n be  achieved  be tw een  a  cabl e  TV ne two rkhead-en d to ac abl eT V su bscriber's home, o rf r om  a DSL c entral of fi c e to DSL  s ubs crib e r 's ho me,o rin a com mercia l  o ff ice Loc al  AreaNe two rk(LAN) envi ronmen t from a  serv e r or a user. A l so, it is pos s ib l e  t o  obt ain  specially- grad e d po int- t o- poi n t pri vateco n ne c tions between busin es ses wh ich h ave guarantee d bandwidt h a nd laten cy.B ut in a game or a pplic ation syst e m that h ostsgames in  a server c enter co nne cte d t o t h e  g eneral Intern e t  and  t hen str eam s compr ess edvid eoto  the user  through  a  b ro ad ban d con n ection,la ten cy  is  incu r red fr om ma ny f ac to r s,resulti n gi n  sev er elimi tat io ns in  the dep loyment  of prior  ar t  sys te ms .
In atypical broad ba nd-connect ed  ho me, au s er may h ave a DSL or cable mode m  for br oad bandserv ice. Such  br oadban d s e rvices  commo nly i nc ura s  much a sa 2 5ms round-t r i p l atenc y(and  at tim es more) between t h e u ser's home an d t he g e n er alI nt e rne t. Ina d dition, there a re round-t ri p  l atencies i n cur re d fromrouting  data through  the Inte rnet to a  s erve r cen ter. The l atency t hrough th e  Inte r ne t var ies  based  o n t he ro ute th a t t he da ta isgi ven an d the  d elays it  incurs as it is routed . In a dditi onto routin g d e lay s, round- trip  latency i s a lso  incu rre d  dueto t h espe e d ofligh t  travelin g  t hro u g hthe optical f i ber  that  in t erconn ects  most of the Inte r net. For examp le,f o r e ach 1000  m iles, approxim ate ly 2 2 ms isin curred in r ound-tri pl atenc y dueto the  speedo f  l i ght th roug h t he optica l f ib e r and o th er overhe ad.Ad dition al lat e ncyc a n occur due to t he da t a  rate ofthe d at a strea m ed t hrough the  Internet.For ex ampl e, if  a user  h as DSL  se rv ice that i s  sold as“6 Mb ps DSLse rvic e”,  in pr acti c e , the  use rwil l probabl y ge t  l es s  th an 5  Mbps  o f do wnstreamt hroughpu t a t  best,an d w i l l like l ys e e the conn ect ion d e g rade perio d ical l yd ue to  vario us fac tors su c h a scongest ion d uring pea k load ti m esat  the  Digital  S ubsc ri ber  L ine Access Mult iplexer(DSLAM). A 
 may_cause the_user to perform more_poorly in_the_game, and_thus_is unacceptable. For_instance, in a_game that requires fast_reaction time there_is_a sharp decline in accuracy as latency increases from 50 to 100 ms.
When a_game_or application_server_is_installed in a nearby, controlled_network environment, or one where_the network_path to the user is predictable and/or can_tolerate_bandwidth peaks, it_is far easier to control latency, both in terms_of maximum latency and in terms_of the consistency_of_the_latency (e.g., so the_user observes steady motion from digital_video streaming through the network). Such_level of control can be achieved between_a cable TV network head-end to_a cable TV subscriber's home,_or from_a DSL central office to_DSL subscriber's home,_or in_a commercial office_Local Area Network (LAN) environment from_a server or_a user. Also, it is possible_to_obtain specially-graded point-to-point_private_connections_between businesses_which have guaranteed_bandwidth_and latency._But_in a game or application system_that_hosts games in a server center connected_to the general Internet_and_then streams compressed video_to the user through a_broadband connection, latency is incurred from_many factors,_resulting in_severe limitations in the deployment of prior art systems.
In a typical_broadband-connected home, a user may have_a DSL or cable_modem for_broadband_service. Such broadband_services_commonly incur_as much as a 25 ms round-trip_latency (and_at times more) between the user's_home and the general_Internet._In addition, there are round-trip latencies_incurred from routing data through the_Internet to a server center._The_latency_through the Internet varies based_on the route that the data_is given and_the delays it incurs as it is_routed._In addition to routing delays, round-trip_latency_is also incurred due to the_speed_of_light traveling through the optical_fiber that interconnects most of the_Internet. For example, for each 1000 miles, approximately 22_ms is incurred_in round-trip latency due to_the_speed_of light through the optical fiber and other overhead.
Additional latency_can occur_due to the_data rate of the data streamed through the Internet. For_example, if a user has DSL service_that is sold as “6 Mbps DSL service”, in practice, the_user will probably get less than 5 Mbps_of downstream throughput at best, and will_likely see the connection_degrade_periodically due to various factors such as_congestion_during_peak_load times at_the Digital Subscriber_Line Access Multiplexer_(DSLAM). A