text: Network 3: Two wireless base stations employing WDS, but this time the game console connects by Ethernet cable to the remote base station. One packet is sent from the game console over the Ethernet cable to the remote, from there by air to the master, and on to the WAN. Reply comes from WAN to master, over-the-air to remote, over cable to game console. Total packets sent over-the-air: 2.
  Notice that network 1 (non-WDS) and network 3 (WDS) send the same number of packets over-the-air. The only slowdown is the potential halving due to the half-duplex nature of Wi-Fi.
  Network 2 gets an additional halving because the remote base station uses double the air time because it is re-transmitting over-the-air packets that it has just received over-the-air. This is the halving that is usually attributed to WDS, but that halving only happens when the route through a base station uses over-the-air links on both sides of it. That does not always happen in a WDS, and can happen in non-WDS.
  Important Note: This "double hop" (one wireless hop from the main station to the remote station, and a second hop from the remote station to the wireless client [game console]) is not necessarily twice as slow.  End to end latency introduced here is in the "store and forward" delay associated with the remote station forwarding packets.  In order to accurately identify the true latency contribution of relaying through a wireless remote station vs. simply increasing the broadcast power of the main station, more comprehensive tests specific to the environment would be required.