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cl_ticktiming - Show your results

Posted: 07 Feb 2024, 08:50
by cursed-gamer
As you can see, TAB ping is worth nothing if you compare 23 ms vs 84 ms.

Image

Re: cl_ticktiming - Show your results

Posted: 07 Feb 2024, 09:53
by kriegsnake
here you go

Re: cl_ticktiming - Show your results

Posted: 07 Feb 2024, 15:09
by espresso
Ok well you need to do the test offline with bots.
local test.png
local test.png (38.14 KiB) Viewed 2658 times
If i read this correct, it takes 63ms to send/recieve commands on a local server.
That is fucking insane.

Re: cl_ticktiming - Show your results

Posted: 07 Feb 2024, 17:44
by joseph_from_pilsen
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.

Re: cl_ticktiming - Show your results

Posted: 08 Feb 2024, 01:55
by espresso
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.

Re: cl_ticktiming - Show your results

Posted: 08 Feb 2024, 03:50
by Slender
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

Re: cl_ticktiming - Show your results

Posted: 08 Feb 2024, 04:28
by ahead
Minimum 60ms, better than before, but still bad Valve.

Re: cl_ticktiming - Show your results

Posted: 09 Feb 2024, 17:54
by InputLagger
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:

Re: cl_ticktiming - Show your results

Posted: 14 Feb 2024, 06:36
by ahead
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?

Re: cl_ticktiming - Show your results

Posted: 19 Feb 2024, 02:02
by RealTweaker
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?