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How to read netprofile and stat NET output?

We are seeing some lag in client gameplay, and are trying to determine if there are any replication related things we can do to improve it.

I've used stat NET and netprofile tools, but am not sure how to interpret the output. What stats could be related to lagging replication on the client?

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netstat1.jpg (89.2 kB)
netprofile1.jpg (148.5 kB)
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asked Aug 27 '14 at 04:30 PM in Using UE4

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cgrebeld
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Hi cgrebeld,

What you want to look for is latency. When using stat net on the client, the ping value represents the latency in micro seconds. So every 1000 micro seconds will be 1 MS. If this number is above 100000 (100 MS), then that could be your problem. If it's less, then something else may be happening.

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answered Sep 02 '14 at 09:47 PM

avatar image cgrebeld Sep 16 '14 at 01:56 PM

Thanks. My Ping stat is 0, as is shown in the first screenshot. I notice that 'Saturated' is 1.0 - is that bad?

avatar image isaacvega Mar 29 '16 at 02:28 PM

I want to confirm if the scale for the ping value is still valid. I could't find any reference in code confirming it in the 4.10 version.

avatar image [Epic] John Pollard STAFF Oct 09 '14 at 08:43 PM

That could be bad if it stays that way. It means at least one connection to a client is sending more than it should. This is determined based on the ConfiguredInternetSpeed in BaseEngine.ini. It's currently set to 10 KB/s. So for saturated to be one, you must be going over this, which is a lot for a single connection.

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