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    Great topic. The core mechanic people keep underselling is that a jitter buffer is fundamentally a latency-vs-smoothness trade-off, and there’s no free lunch. The buffer holds arriving packets for a target delay before rendering, which averages out the variance in packet arrival times. A static buffer sized to, say, 2× the observed 95th-percentile RTT works fine for casual play but will absolutely kill you in a competitive title where every millisecond of input latency counts. The real value is in dynamic buffering: continuously measure the rolling window of RTT samples, compute the standard deviation (σ), and set the buffer depth to something like μ + k·σ where μ is the mean latency and k is a tunable factor (2.

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