Neue Frage zu CS
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Re(15): Neue Frage zu CS
15.10.2001, 13:11:23
Der Netgraph versorgt einem im Spiel mit allerlei nützlichen Informationen, wie z.B.
FPS (Frames per Second = Gerenderte Bilder pro Sekunde)
Ping (Die Zeit, die ein Datenpacket vom Spieler-Rechner zum Server und wieder zurück benötigt) Im Gegensatz zu der Ping-Anzeige auf der Highscore Tabelle, werden hier Verzögerungen, die durch Rendern von Grafiken oder CPU-Last entstehen ignoriert. Hier geht es nur um die Netzgeschwindigkeit.
Die Bandbreite die durch die Pakete vom Server zum Client belegt/benötigt wird.
Die Bandbreite die durch die Pakete vom Client zum Server belegt/benötigt wird.
Dies ist eine graphische Anzeige des Ping und des *TRÖT*loss. Je höher der Ping, desto höher geht die Kurve. packet loss wird rot dargestellt (packet loss = Anzahl der *TRÖT*e die auf dem Weg zum Server oder zurück verlohren gegangen sind)
Die eingestellte Rate wie oft der Client vom Server *TRÖT*e erhalten soll (vgl. cl_updaterate)
Die eingestellte Rate wie oft der Server vom Client *TRÖT*e erhalten soll (vgl. cl_cmdrate)
Man kann das Aussehen des Netgraph noch durch folgende Befehle verändern:

  

net_graph 0/1/2/3  Entweder Netgraph aus, ein wenig bunt, ziemlich bunt oder einfach nur Zahlen.  
net_graphpos 1/2/3  Verschiebt den Netgraph nach links/mitte/rechts unten.  
net_graphwidth XXX  Verändert die Breite des Netgraph. Standard ist 192.  
graphheight XX  Verändert die Breite des Netgraph. Standard ist 64.  
ACHTUNG: Der Netgraph verbraucht einiges an Grafik Performance. Im Zweifelfalls also lieber net_graph 3 benutzen oder ihn ganz auslassen, da besonders bei niedrigeren Auflösungen ganz schön ablenken kann.  

P.S.: Copy - Paste von http://www.counterstrike.de



Ciao,
M.A. Morpheus™
"Es ist eine große Kunst, nicht über Dinge zu reden, von denen man nichts versteht."



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Re(11): Neue Frage zu CS
JK
17.10.2001, 22:53:41
Net graph for Half-Life v1.0.1.6 and higher:

In view of substantial changes to the networking protocols used by the Half-Life/TFC engine, Valve had redesigned the net graph to provide a lot more useful information to end users.

  

To turn on the net graph, type: net_graph 1 at the console. To turn it off, type net_graph 0 at the console.

The net graph may be positioned on the left, middle or right of the screen by setting net_graphpos to 0, 1, or 2 as needed.  You can adjust the size of the net graph by setting the net_graphwidth variable to some number than it is already been set to.

  

How to read the net graph:

  



  

Area 1:

  

Area 1 is the part above the white separating line.  This gives you a sense of the general size of each packet your client is receiving from the server.  The scale defaults to 5 bytes of data per pixel.  You can change the scale by setting the "net_scale" cvar to something else.  Along the edge of the screen ( not pictured ) there is also a set of green hash marks.  The hash marks indicate 50 bytes per mark.  If your net_scale is low enough, you will see minor hash marks for every 10 bytes.  The colors signify the following:


Red Player specific data for you only
Yellow Other player data
Purple Other entity data
Light Blue Event data
Dark Blue Temporary entity data
Green Sound data
Gray User defined message data
White Dot At Top (only if net_graph is set to 2) Signifies size of full packet size

  

Area 2:

  

This area shows numeric information about the performance of your computer and its net connection.  The numbers registered are as follows (based on the above snapshot).  As shown, the client is rendering frames at 23.4 frames per second.  The client believes that it has a 459 millisecond round trip message time to the server (this is a latency reading, rather than a pure ping, since it includes processing overhead on both ends).  The last packet the client received ("in") from the server was 54 bytes long.  The average data rate over the last second or so from the server has been 1.65 kilobytes/second and the last packet had 9 bytes of "player" data in it.  On the other hand, the last command issued by the client was only 23 bytes long and the client is generating 1.75 kilobytes/second of upstream data right now.



Area 3:

  

Below the numeric readout is the well-understood green/red/yellow/blue readout that most users are familiar with.  In particular, the height of the green line indicates how much latency exists in the connection for the specific packet received.  The green lines max out at around 1000 ms of latency, so our player here with 459 ms of latency has a green line that goes about 50 % of the way up the area.  The red vertical lines you see indicate dropped packets.  In addition, if the client and server encounter severe connection problems, they can become so out of date that you will see blue lines similar to the red ones.  Finally, if the bandwidth choke is active (your rate setting is holding back packets at the server because your connection can't handle them), then the green dot for the next packet you receive will be drawn in yellow instead.

  

Area 4:

  

Area four is correlated to how quickly the client is rendering frames.  For each frame rendered, the graph indicates how much interpolation was used in drawing objects in the world.  If you are not getting a sufficient number of server updates ( < 10 second ) or you drop enough packets, then the client won't be able to interpolate any more and will have to extrapolate instead.  In that case, you'll see the lower part of the graph go above the grayish line ( above the dark blue area ) and turn yellow to orange / red depending upon how far out of date your data becomes.

  

Area 5:

  

The number here is the number of updates per second you are currently requesting from the server.  The default is to receive 20 updates / second from the server.  You can change this value by setting the cl_updaterate variable from the console.

  

Area 6:

  

This number is the maximum number of command packets you will send to the server per second.  The default is to send up to 30 command packets per second up to the server.  If you are running faster than 30 frames per second, then multiple commands will be put into some packets.  You can change the rate of sending command packets to the server by setting the cl_cmdrate variable.  In addition, with each command, we re-send the last few previous movement commands ( in case there is packet loss ) so that we can keep moving smoothly in the face of minor network problems.  The default number of "backup" commands that we send is 2, but you can change this number by setting cl_cmdbackup to another number.  You can send more than 8 backup commands and you should note that sending backup commands will increase your outgoing bandwidth usage.

  

Area 7:

  

The final area is the light blue and (sometimes) red line at the very bottom of the net graph.  This line is based on your frame rate and your cl_cmdrate setting.  For every frame where a command packet is actually send out onto the wire, a light blue dot is placed on the graph.  If commands are accumulated for deferred sending, you'll see a red dot instead.  Try setting cl_cmdrate to half your frame rate to see the effect.

© HLFAQ

JK

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