Hi, I'm currently working on a DS multiplayer action game (only 2 players for now). This is a port from a PC game that uses TCP for the networking. In that game, I send the stylus position and buttons to the other player every "n" frames (where n is a compile time constant and I use a modulo to update/send the controls only every n frames). The PC game used to run fine at 30 FPS while sending the inputs every frame (on a LAN with 4 players), so what I'm trying to do on DS is to send the inputs at least every 2 or 4 frames (after more than 6 frames we start to notice the "lag" with the inputs.) However, I seem to be having latency problems... With ~6 frames of delay (~100ms), after a few seconds, I start receiving the inputs lately (network lag waiting for recv). I created a simple PC v.s. DS program to calculate the round trip time on the PC. The program is very simple. The PC connects to the DS and when you press a key, it sends a short message to the DS and wait for an answer. That way, I calculated a round trip around 50-60ms, which is really high... PC to PC, it was never going higher than 20ms... I tried changing the timer3 frequency (the timer used to call Wifi_Timer(ms) and update the wifi). If I use a higher frequency without changing the Wifi_Timer parameter (ms since last call), I seem to have a better round trip time, but I really don't know what should be change in my case to have the best results... Any idea? (By the way, I'm using PAlib, so I changed the timer3 period defined in PAlib (50ms).) Thanks for your help! JF P.S. I'm using blocking sockets. In order not to block on recv() calls, I use select().