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Server-Side Visualization Testing
View a silhouette that represents your server-side position against your client-side position in order to see lag delta in real time (ex: the "peekers advantage" phenomenon). Silhouettes and calculations are client-sided, so the true lag may be slightly inaccurate, but it also heavily depends on latency
Information is broadcast by default at 60 ticks per sec. For non-testing purposes (in actual games with 10+ players), the recommended tick-rate is 20-30 per sec. Higher tick = the server updates its position more frequently, so the silhouette is smoother, trails behind less, and feels more accurate to where the server actually thinks you are. But remote events get called more often per second, per player. At 20 ticks, that's 20 calls/sec per player; at 60 ticks, it's 60. This scales with player count.
60 calls × 10 players = 600 calls = ~7.2 kb outbound
Moderate/High latency (ping) is recommended for tests. Play on a VPN or something
Made by NanoDaVinci just cause I was bored
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