• Is there a function for an accurate latency?
    4 replies, posted
Can I get an accurate latency from local side typically as accurate as net_graph 1 instead of using LocalPlayer():Ping()
All you can really get clientside is the delay between packets... which is the definition of a ping. The command "net_graph 5" or "status" will show you some info but nothing that you can mess with in Lua.
Not even the netgraph seems to be accurate at times and all of the ways of measuring latency seem to be some what inaccurate. What exactly are you trying to do?
You know ping and latency are two differents things. Let's say you get some data from the server, you will not be able to use it because you'll need the next packet to smooth the movment (if the data sent is the player position); You can reduce the latency (felt latency) by increasing the tick
[QUOTE=pierre0158;51952803]You know ping and latency are two differents things. Let's say you get some data from the server, you will not be able to use it because you'll need the next packet to smooth the movment (if the data sent is the player position); You can reduce the latency (felt latency) by increasing the tick[/QUOTE] So if latency means time between ticks then the OP could just use the PlayerTick hook and count the time it takes CUserCMD:TickCount() to equal 0.
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