lanping.png

I did -ping on razor and every few seconds the ms increase by 10++ then they go back to a lower number is it normal?
 
it's normal
client must send packets on server and receive answers from server. Answers take a time, becouse the server must process the data and it always takes a certain amount of time. In addition, all these tasks are queued. As well as the processor has its own queue to perform tasks.
 
Since you are connecting from lan I would say the "high" ping values come from razor itself, as some kind of latency through the software.

So since you would be on the lan you would not send any data over any long distance (if its the same pc there wouldnt be any obviously).
Next part is that a ping packet is so lightweight there is nothing really to process it. Its basically just an empty packet with its id, nothing else needed for a ping. Thats why you see all these 0ms pings on Min and that only one Ping packet of each 5 pings is an actually higher ping. Thats why the average ping is still that much higher than the Min one while being substantially lower than Max.

So in the end it just boils down to be inaccuracy from what I can tell.
 
Its basically just an empty packet with its id, nothing else needed for a ping. Thats why you see all these 0ms pings on Min and that only one Ping packet of each 5 pings is an actually higher ping. Thats why the average ping is still that much higher than the Min one while being substantially lower than Max.
It is important to note that the server is running in single-threaded mode and every action in the game whether it's a mob/NPC/player or the timer - all of this things create the process queue on implementation. Ping statistics start counting the time when the packet is sent, and until this packet is delivered, the server can handled a much more complex request.
 
It is important to note that the server is running in single-threaded mode and every action in the game whether it's a mob/NPC/player or the timer - all of this things create the process queue on implementation. Ping statistics start counting the time when the packet is sent, and until this packet is delivered, the server can handled a much more complex request.
That is correct (mostly) but if the server would be under such a load that the ping request that is sent and recieved async have a high latency on a local net, you would probably see server stutters / lags even at that latency
 
Back