As you can see, TAB ping is worth nothing if you compare 23 ms vs 84 ms.
cl_ticktiming - Show your results
- kriegsnake
- Posts: 51
- Joined: 06 Jan 2022, 17:50
Re: cl_ticktiming - Show your results
here you go
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The brightest light casts the darkest shadow.
Re: cl_ticktiming - Show your results
Ok well you need to do the test offline with bots.
That is fucking insane.
If i read this correct, it takes 63ms to send/recieve commands on a local server.That is fucking insane.
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- Posts: 175
- Joined: 01 Apr 2022, 23:51
Re: cl_ticktiming - Show your results
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 )
[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.
ONLINE (farming the new case in DM, already 7 drops so far )
[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.
Re: cl_ticktiming - Show your results
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
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
[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
Minimum 60ms, better than before, but still bad Valve.
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- Posts: 207
- Joined: 13 Sep 2021, 12:39
- Location: RUS
Re: cl_ticktiming - Show your results
Another 25 years?InputLagger wrote: ↑09 Feb 2024, 17:54Csgo was sh/it in beta stage and next several years after, so give Valve a chance, please
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- Posts: 27
- Joined: 11 Jan 2024, 03:42
Re: cl_ticktiming - Show your results
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?