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Console / Commands / Help   

  

Understanding Lagometer

Help

Quake 3 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


submitted by: Phillip M. Stewart / Phillip's website

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.


[ http://www.gameadmins.com ]

Tutorials Main


  






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