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Another objective measure of lag for servers


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So in my experience most of the lag (at least right now) seems to come not from ping, but from how often the server is actually updating the client players' characters. I'm guessing this may be related to Sim tick rate, but I'm not sure since to test it really well I'd have to get data from multiple server computers in combination with a measure of the lag between input from a client and action on the server.

 

But if this could be figured out (perhaps with adding some profiling data that you can examine?), it would be really nice to have another objective measure of lag, rather than ping. Preferably that you can sort the server list by.

 

:yaypigs:

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