![]() ![]() We display ping in milliseconds, and the lower the better. The higher a player’s ping value is, the more likely they will see in-game artifacts like players teleporting, being eliminated unexpectedly, or delays interacting with chests or other objects. This provides the information most players are interested in - how long will it take for them to receive updates from the server and how long it will take for the server to receive their updates. This is also referred to as the round-trip time, or RTT. When most people think of “ping”, they think of the amount of time it takes for a client to send a packet to the server and for the server to send a reply back, or vice-versa. With that out of the way, let’s talk about ping! ![]() So when we say a client is running at 60FPS, that means that each second has 60 frames in it. The frame rate, also known as FPS, or frames per second, is how many frames will be processed on the server or client in one second. On the client, a frame is how often the image on the screen is updated. In Fortnite (and UE4), we use these packets in our ping calculation methodįrame: On the server, a frame is how often the server will perform all its tasks - checking for new packets, updating the game state, and sending out updates to clients. It is how clients and the server communicate with each other. Packet: A packet is a block of data sent over the network from either the client to the server, or the server to a client. The server is also responsible for updating all the clients when there are game state changes. The server maintains the overall game state (players’ locations, the status of the circle, which Chests are active, and a whole lot more). ![]() Hello everyone! I am Bart Hawthorne, a Senior Networking Engineer on the engine team here at Epic, and I’d like to discuss our method for displaying ping values in Fortnite, the new method we tried in 7.30 and how it went wrong, and finally our future plans for improving the accuracy of our display.įirst though, a quick introduction on some terms I’ll be using a lot for those that are unfamiliar with them:Ĭlient and server: Each console, mobile device, PC, or Mac is a client, and clients connect to a dedicated server that hosts the game. ![]()
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