Also, you may consider color-coding lag levels such as green for <100ms, yellow for <200ms, and red for 200ms+.Ĭlient to Client ping: I'm not sure this is implemented very often, and probably for good reason: it's unimportant. In general, it's a good idea to display lag as part of the "score breakdown" screen, where each player's public information can be accessed. ![]() As far as display, that's totally up to you and your game layout. Take the average of these times over some period (say 1 second) and that's your lag from Client to Server. Simply timestamp your packets and find the difference between the times when the packets arrive. Client to Server ping: This one's pretty easy.
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