 |
| Page Hits |  |
We received 5923288 page views since September 2002 | |
| Site Menu |  |
| User Info |  |
| Survey |  |
| Amazon |  |
|  |
Quake 3 Lagometer
(701 total words in this text) (17728 reads) 
Submitted by Zxel
The Lagometer
The lagometer can be enabled by simply bringing down the console in "Quake III
Arena" by typing /cg_lagometer 1 and to disable it /cg_lagometer 0. The
lagometer is really a useful tool once it's "full" power is understood. You can
actually tell alot about you and the servers connection with the lagometer. When
you have a complainer spamming "Server LAG!!", you can check it out yourself.
Here is a little description of what this all means:
The top line is the server. It is a fast blue line if frames are being rendered
in time with the server updates. Should it have "yellow hills" then server
snapshots are being dropped, this is a server problem but as a player you can
reduce your com_maxFPS, snaps, or tweak your graphic settings to raise your
average framerate (cg_drawFPS 1) so it is always above your snaps setting (use
in increments of 20 when you can, Quake is a 20Hz engine).
The bottom line is the players connection. Normally green indicating a received
snapshot, the higher the lines the higher your ping. A yellow line indicates
your rejecting packets (you're at your max Rate) and red that the packet was
lost. In the case of yellow increase your rate or lower your snaps. When it is
red packets are being lost from the server to you, this is usually a server or
internet congestion/routing problem. Remember Red is dead, change server's or
ISP's.
LAGOMETER EXAMPLES
| Local and
LPB Player |
HPB
Player |
Server
Side |
 |
Perfect Playing on a Local LAN Ping =
5 |
|
 |
Running Around Ping =< 300 |
|
 |
Hitch < 500 Small Jitters or Nothing at
All |
 |
Running Around Ping =< 100 |
|
 |
Running Around Ping =< 500 |
|
 |
Hitch 500 - 1000 Delayed Action and Medium Player
Spike |
 |
Firing Continuously Ping =< 100 |
|
 |
Respawning After Death |
|
 |
Hitch 1000 - 2000 Delayed Action and Major Player
Spike |
 |
Jumping and Firing Ping =< 100 |
|
 |
Major Action with LPB Player |
|
 |
Baby Ramp Delayed Action and Small Player Spike |
 |
Internet Delays Ping =< 100 |
|
 |
Barely Connected Ping >= 900 |
|
 |
Rolling Hills Jittery Play and Major Player Spikes |
 |
CPU
Starved for Power Ping =< 100 |
|
 |
Disconnect Warning Ping >= 999 |
|
 |
Server Stalled Stops Player
Action |
For the Technically
Inclined submitted by: Phillip M. Stewart / Phillip's website
In April of last year, John Carmack made this
.plan update:
The upper graph (blue/yellow)
slides one pixel for every rendered frame. Blue lines below the baseline mean
that the frame is interpolating between two valid snapshots. Yellow lines above
the baseline mean the frame is extrapolating beyond the latest valid time. The
length of the line is proportional to the time.
The lower graph
(green/yellow/red) slides one pixel for every received snapshot. By default,
snapshots come 20 times a second, so if you are running >20 fps, the top
graph will move faster, and vice versa. A red bar means the snapshot was dropped
by the network. Green and yellow bars are properly received snapshots, with the
height of the bar proportional to the ping. A yellow bar indicates that the
previous snapshot was intentionally suppressed to stay under the rate
limit. |
[ Back to Quake III Arena | Server Guides Index ] |
|
| 
|