Netgraph (Slash Command): Difference between revisions
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====Interpreting the netgraph:==== | ====Interpreting the netgraph:==== | ||
Netgraph shows a visual representation of TCP/IP network data flow called "packets". | Netgraph shows a visual representation of TCP/IP network data flow called "packets". A network packet is segment of a larger message after it has been divided into parts or units. Each packet is then sent across a network of communication lines and recombined on the other end. | ||
*Spike shape: The height of the bar representing server ping time in milliseconds. Short is good, long is bad. | *Spike shape: The height of the bar representing server ping time in milliseconds. Short is good, long is bad. |
Revision as of 09:47, 23 July 2023
Overview
/netgraph number
Allows the user to turn on and off a network monitoring graph.
This graph will overlay on top of any other windows, and will always be in the lower right hand corner.
0 - Off 1 - Display a small netgraph 2 - Display a large netgraph.
/netgraph by itself will return the current net_graph setting.
Interpreting the netgraph:
Netgraph shows a visual representation of TCP/IP network data flow called "packets". A network packet is segment of a larger message after it has been divided into parts or units. Each packet is then sent across a network of communication lines and recombined on the other end.
- Spike shape: The height of the bar representing server ping time in milliseconds. Short is good, long is bad.
- Green bars represent received packets.
- Short = normal/good
- Long = low bandwidth.
- Yellow bars represent retransmitted packets.
- Short = ISP/Router issues
- Red bars represent dropped packets
- Short = ISP/Router issues
- Blocks of Red = Interrupted communications
Above the graph, the command also displays:
- DUPLICATE IN: Amount of packets the game counts that came in more than once. This number shouldn't be large if it's not zero, but it DEFINITELY shouldn't increase. DUPLICATE IN is a sign of a Network Loop.
- RETRANSMITTED: These are packets that the client has sent more than once. This can be due to a temporary outage or over-crowding of a route to the server across the Internet.
- LOST IN: Amount of packets that the game was expecting from the server but NEVER ARRIVED.
- PING: How many milliseconds it takes for a packet to reach the server (also known as latency). In Windows, Ping is sent at-will only. In City of Heroes, every second you're connected, the ping rate is measured.
Range of Ping Values 0-250 - Great 250-500 Average 500-1200 Laggy 1200+ Risk of Disconnection
- Faster internet speed DOES NOT CORRELATE with lower ping numbers.
- SEND: How many packets are sent per second.
- RECV: How many packets are arriving per second.
Example
/netgraph 1
See Also