cl_ticktiming - Show your results

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cursed-gamer
Posts: 80
Joined: 16 Aug 2023, 13:07

cl_ticktiming - Show your results

Post by cursed-gamer » 07 Feb 2024, 08:50

As you can see, TAB ping is worth nothing if you compare 23 ms vs 84 ms.

Image

kriegsnake
Posts: 50
Joined: 06 Jan 2022, 17:50

Re: cl_ticktiming - Show your results

Post by kriegsnake » 07 Feb 2024, 09:53

here you go
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espresso
Posts: 63
Joined: 11 Feb 2022, 04:56

Re: cl_ticktiming - Show your results

Post by espresso » 07 Feb 2024, 15:09

Ok well you need to do the test offline with bots.
local test.png
local test.png (38.14 KiB) Viewed 2446 times
If i read this correct, it takes 63ms to send/recieve commands on a local server.
That is fucking insane.

joseph_from_pilsen
Posts: 168
Joined: 01 Apr 2022, 23:51

Re: cl_ticktiming - Show your results

Post by joseph_from_pilsen » 07 Feb 2024, 17:44

Yep the numbers are awful, and it explains why the game simply ignores all counter actions. Typical situation - Enemy peeks, i instantly peek away. I die because this input never arrives to opponents desynced matrix... When he crouches, he gets immortal for next quarter of second, because it takes AGES until the spray goes down at his head. 60ms desync in 2024... My numbers online:

ONLINE (farming the new case in DM, already 7 drops so far :D )

[Client] cl_ticktiming. . . . . TOTAL: 63.0ms (directly measured, may not be sum of below)
[Client] Sending User Commands . . : 24.7ms
[Client] FirstInput -> NetSend . : 14.2ms
[Client] Network latency . . . . : 5.0ms (assumed, RTT=10ms)
[Client] Server recv margin. . . : 5.5ms (cl_tickpacket_desired_queuelength = 0)
[Client] Server sim. . . . . . . . : 4.4ms
[Client] Receiving server updates. : 32.0ms
[Client] Network latency . . . . : 5.0ms (assumed, RTT=10ms)
[Client] Client recv margin. . . : 7.6ms (7.0ms + 0.7ms due to frame quantization)
[Client] Client interpolation. . : 0.0ms (cl_interp_ratio = 0)
[Client] Render interpolation. . : 15.6ms
[Client] Client sim + other . . .: 1.9ms
[Client] Render. . . . . . . . . : 1.9ms

OFFLINE (practice mode)

[Client] cl_ticktiming. . . . . TOTAL: 56.1ms (directly measured, may not be sum of below)
[Client] Sending User Commands . . : 20.6ms
[Client] FirstInput -> NetSend . : 14.4ms
[Client] Network latency . . . . : 0.0ms (assumed, RTT=0ms)
[Client] Server recv margin. . . : 6.2ms (cl_tickpacket_desired_queuelength = 0)
[Client] Server sim. . . . . . . . : 1.7ms
[Client] Receiving server updates. : 34.0ms
[Client] Network latency . . . . : 0.0ms (assumed, RTT=0ms)
[Client] Client recv margin. . . : 15.6ms (14.9ms + 0.7ms due to frame quantization)
[Client] Client interpolation. . : 0.0ms (cl_interp_ratio = 0)
[Client] Render interpolation. . : 15.6ms
[Client] Client sim + other . . .: 0.6ms
[Client] Render. . . . . . . . . : 2.2ms

EDIT: added hardware specs:
Ryzen 7800X3D, GF 4070 SUper@3Ghz, 6000Mhz 32GB EXPO RAM, cheap mobo, cheap PSU, cheap case, cheap cooler, WD Black 1TB SSD, 280Hz VG259QM OD120.
Last edited by joseph_from_pilsen on 08 Feb 2024, 07:25, edited 2 times in total.

espresso
Posts: 63
Joined: 11 Feb 2022, 04:56

Re: cl_ticktiming - Show your results

Post by espresso » 08 Feb 2024, 01:55

joseph_from_pilsen wrote:
07 Feb 2024, 17:44

[Client] Render. . . . . . . . . : 1.9ms
Can you give specs of your system?
Your rendertime is 4ms lower than mine, thats insane.
I am on AMD 5800x, 5700xt.

Slender
Posts: 603
Joined: 25 Jan 2020, 17:55

Re: cl_ticktiming - Show your results

Post by Slender » 08 Feb 2024, 03:50

SERVER:
[Client] cl_ticktiming. . . . . TOTAL: 94.5ms (directly measured, may not be sum of below)
[Client] Sending User Commands . . : 42.6ms
[Client] FirstInput -> NetSend . : 14.3ms
[Client] Network latency . . . . : 23.0ms (assumed, RTT=46ms)
[Client] Server recv margin. . . : 5.3ms (cl_tickpacket_desired_queuelength = 0)
[Client] Server sim. . . . . . . . : 2.5ms
[Client] Receiving server updates. : 48.7ms
[Client] Network latency . . . . : 23.0ms (assumed, RTT=46ms)
[Client] Client recv margin. . . : 7.4ms (5.8ms + 1.6ms due to frame quantization)
[Client] Client interpolation. . : 0.0ms (cl_interp_ratio = 0)
[Client] Render interpolation. . : 15.6ms
[Client] Client sim + other . . .: 1.8ms
[Client] Render. . . . . . . . . : 0.9ms

LOCAL:
[Client] cl_ticktiming. . . . . TOTAL: 56.5ms (directly measured, may not be sum of below)
[Client] Sending User Commands . . : 20.7ms
[Client] FirstInput -> NetSend . : 13.8ms
[Client] Network latency . . . . : 0.0ms (assumed, RTT=0ms)
[Client] Server recv margin. . . : 7.0ms (cl_tickpacket_desired_queuelength = 0)
[Client] Server sim. . . . . . . . : 1.0ms
[Client] Receiving server updates. : 33.8ms
[Client] Network latency . . . . : 0.0ms (assumed, RTT=0ms)
[Client] Client recv margin. . . : 15.7ms (14.6ms + 1.1ms due to frame quantization)
[Client] Client interpolation. . : 0.0ms (cl_interp_ratio = 0)
[Client] Render interpolation. . : 15.6ms
[Client] Client sim + other . . .: 1.5ms
[Client] Render. . . . . . . . . : 1.0ms

ahead
Posts: 47
Joined: 21 Jun 2023, 02:15

Re: cl_ticktiming - Show your results

Post by ahead » 08 Feb 2024, 04:28

Minimum 60ms, better than before, but still bad Valve.

InputLagger
Posts: 203
Joined: 13 Sep 2021, 12:39
Location: RUS

Re: cl_ticktiming - Show your results

Post by InputLagger » 09 Feb 2024, 17:54

ahead wrote:
08 Feb 2024, 04:28
Minimum 60ms, better than before, but still bad Valve.
Csgo was sh/it in beta stage and next several years after, so give Valve a chance, please :D :roll:

ahead
Posts: 47
Joined: 21 Jun 2023, 02:15

Re: cl_ticktiming - Show your results

Post by ahead » 14 Feb 2024, 06:36

InputLagger wrote:
09 Feb 2024, 17:54
ahead wrote:
08 Feb 2024, 04:28
Minimum 60ms, better than before, but still bad Valve.
Csgo was sh/it in beta stage and next several years after, so give Valve a chance, please :D :roll:
Another 25 years?

RealTweaker
Posts: 27
Joined: 11 Jan 2024, 03:42

Re: cl_ticktiming - Show your results

Post by RealTweaker » 19 Feb 2024, 02:02

Buffering to smooth over packet loss (cl_interp_ratio) increases total value. Who have tested it? (Buffering to smooth over packet loss) should i put it to 1/2 packets or none?

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