Glossary
The words that come up when you game or stream TV on satellite internet, in plain English.
Network and gaming
- Ping (latency)
- The round-trip time for a small packet to reach a server and come back, in milliseconds (ms). Lower is better. Games show it in the scoreboard or network stats.
- Jitter
- How much ping changes from one moment to the next. Steady 50 ms often feels better than ping that jumps between 25 and 90 ms.
- Packet loss
- Packets that never arrive. Even 1–2% shows up in games as rubber-banding, missed shots or voice chat cutting out.
- Rubber-banding
- Your character snapping back to an earlier spot because the game server and your console briefly disagreed. Caused by loss or spikes, not by low speed.
- Tick rate
- How many times a second a game server updates the match. Higher tick rates make ping and spikes more noticeable.
- Matchmaking region
- The server area a game puts you in (US East, US Central, US West…). Ping depends on the distance to that server, not just on your internet.
- Dedicated server
- A game server run by the publisher. Most big online shooters, sports and battle royale games use them, so your home network setup matters less.
- Peer-to-peer (P2P)
- Players connect directly to each other, or one player hosts. P2P games are where NAT type matters most.
- NAT
- Network Address Translation: how a router lets many devices share one internet address. Consoles grade how reachable you are as a NAT type.
- NAT type
- Xbox says Open, Moderate or Strict; PlayStation says Type 1, 2 or 3; Nintendo Switch grades A to F. Stricter types can block some party chats, lobbies or hosting.
- CGNAT (carrier-grade NAT)
- When an internet provider shares one public IPv4 address among many customers. You can’t forward ports through it, which is why hosting from home is hard on it.
- IPv4 and IPv6
- Two versions of internet addresses. IPv4 addresses are scarce and often shared; IPv6 gives each device its own public address, and some consoles and games can use it.
- UPnP
- Universal Plug and Play: lets a console ask the router to open the ports it needs automatically. It helps with your own router’s NAT, not with a provider’s CGNAT.
- Port forwarding
- Manually telling a router to send certain incoming traffic to one device. It needs a public address to work from the internet.
- Bypass mode
- A Starlink router setting that turns off its Wi-Fi and routing so your own router can take over.
- Ethernet (wired)
- A cable from router to console or PC. Removes Wi-Fi as a source of lag and loss; the single best fix for most gaming problems.
- Cloud gaming
- The game runs on a data-center computer and streams to your screen like video, while your button presses travel back. Needs steady speed and low ping.
Satellite
- Low Earth orbit (LEO)
- Satellites a few hundred miles up, like Starlink’s. The short distance is why ping can be in the tens of milliseconds.
- Geostationary (GEO)
- Satellites about 22,000 miles above the equator that appear fixed in the sky. Satellite TV (DISH, DIRECTV) and older satellite internet use them; the distance adds about half a second of ping.
- Obstruction
- Anything (trees, roofs, chimneys) that blocks part of the dish’s view of the sky. Obstructions cause short dropouts, which games feel as disconnects.
- Network congestion
- Many users in an area sharing capacity at once, typically in the evening. Starlink gives some plans higher priority than others when that happens.
TV and streaming
- Live TV streaming service
- A cable-style channel bundle delivered over the internet (YouTube TV, Hulu + Live TV, Sling TV, Fubo, DIRECTV Stream). The industry term is vMVPD.
- Local channels
- Your market’s ABC, CBS, NBC, FOX and PBS stations. Streaming services carry many of them; an antenna gets them over the air.
- Over-the-air (OTA)
- Free broadcast TV picked up with an antenna. Uses no internet data.
- ATSC 3.0 (NEXTGEN TV)
- The newer US broadcast standard that some stations now use alongside the old one. It needs a compatible TV or tuner.
- Cloud DVR
- Recordings kept on the streaming service’s servers instead of a box at home. Playback uses internet data like any stream.
- Regional sports network (RSN)
- A channel that carries local pro teams. Availability on streaming services varies by market.
- Blackout
- A game you can’t watch on a service in your area, usually because a local channel or another service has the rights.
- Bitrate
- How much data a stream sends each second, in Mbps. 4K uses several times more than HD.
- Mbps vs GB
- Mbps is speed (megabits per second); GB is an amount of data (gigabytes). One hour at 8 Mbps is about 3.6 GB.