Editing Frame delay

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The player's system must send what their input currently is every frame (60 per second in the ''Smash'' series), so that the other systems can know what to do. However, communication between systems over the internet is not instantaneous. If at least one system has not received the input yet, the game must wait until it gets the input, causing lag. The game attempts to compensate for lag and make it feel less noticeable by intentionally not acting upon the input for a few frames; this is the frame delay. After the number of frames that the frame delay specifies, the input is acted on.
The player's system must send what their input currently is every frame (60 per second in the ''Smash'' series), so that the other systems can know what to do. However, communication between systems over the internet is not instantaneous. If at least one system has not received the input yet, the game must wait until it gets the input, causing lag. The game attempts to compensate for lag and make it feel less noticeable by intentionally not acting upon the input for a few frames; this is the frame delay. After the number of frames that the frame delay specifies, the input is acted on.


Frame delay is often confused with [[Wi-Fi lag]], though it is in fact closely connected with it. Frame Delay is intentionally created by the developers to mitigate and hide unintentional aspects of gameplay like Wi-Fi lag. While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.
Frame delay is often confused with [[Wi-Fi lag]], though it is in fact closely connected with it. Frame Delay is intentionally created by the developers to mitigate and hide unintentional aspects of gameplay Wi-Fi lag. While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.


===Player to Player (p2p)===
===Player to Player (p2p)===

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