contents
Stat
net offers more information than just your ping and pl. Lets see
what we have there - from top to bottom:

| Ping |
if
you dont know what this means, go read chapter 2
and 3. |
| Channels |
the
numbers of actors on the server that are currently relevant
to you. See Chapter 6 for more on this. |
All
of the following are given for both directions - IN means from
server to you, OUT means from you to server.
| Unordered/sec |
number
of packets that were recieved in another order than they were
sent. If this is not constantly 0, something with your connection
is seriously fucked up. |
| packet
loss |
percentage
of packets that didnt reach the target. Should be 0 all the
time. If it isn't, this is almost always caused by connection
problem; see chapter 2. |
| packets/sec |
number
of packets recieved/sent per second. See below for more info. |
| bunches/sec |
number
of actor updates recieved/sent per second. See chapter 6 for
more on this. |
| bytes/sec |
number of bytes recieved/sent per second. |
| netspeed |
guess
yourself. |
From
a player only perspective, the only thing that is interesting
here (other than ping and pl, of course) is bytes/sec. This will
always be capped by your netspeed (with a very few rare exceptions).
For OUT side, it should actually NEVER exceed netspeed - because
that is what the frame cap is for. If this reaches your netspeed
on IN side, you might start missing out some information. If that
happens only rarely in extreme situations, it's no reason to worry;
however, if its a permanent condition, you might miss important
data the server cant send you because your bandwidth is saturated.
This usually happens due to unreasonably high tickrates on server
side.
Tickrate
basically is the "fps" the server is running at. It's
basically the most important variable a server admin can change.
There is a tradeoff here - higher tickrate means more cpu load
and more traffic server->client, but also means better pings
(both in display and effective) and generally a more precise simulation
on the server.
The
default tickrate (20 for internet servers) is what causes the
horrible ping in stat net display - when the server runs at 20
ticks a second, that also means it can take up to 1/20th of a
second before it can acknowledge a ping from a client - that means
50 ms! This also affects gameplay - having a server run at tickrate
20 means that player commands have to wait for 50 ms in worst
case before they can actually affect gameplay. And aiming becomes
less accurate - just think of playing with 20 fps. If you move
your mouse fast, there are large "jumps" in your viewrotation
at these low values, and that is exactly what the server will
do with your aiming if it is running at such a low tickrate, causing
"gaps" in your aiming movement. This is also the cause
for the seemingly increasing damage for the continously firing
weapons (pulse secondary and minigun) - aiming just gets more
precise, causing more of the actually single shots to hit the
target.
In
the last year, server admins seem to have discovered that at a
large scale. However, some of them went too far when fixing that
misconfigured default setting - you can find servers running at
tickrate 100 out there. Now while that is fine for people with
a lot of bandwidth (as long as the server cpu and network connection
is capable to sustain it), it is NOT fine for the average ISDN
player.
The
server->client traffic increases nearly at the same rate as
the tickrate does, and tickrates of 100 generate too much traffic
for a 64 kbit isdn line. That results in either packet loss (if
maxclientrate on server is high enough and netspeed of the client
is set to more than the line can actually handle to increase fps
rates - see above for that..) or in the client missing game information
ranging from decals to really important stuff like player movement.
As
a player you cant change that situation. However, you can see
what tickrate a server is running at: type "inject userflag
1" at console (inject userflag 0 to turn it off)

The
first number you see is the (max)tickrate the server is running
at. You can NOT, however, find out the (configured netservermax-)tickrate
by checking the number of incoming packets/second in all cases
- linux servers behave somewhat different. See chapters 5&6
for details on that.
Another
use of inject userflags 1 is to identify the creeping ping bug
(known on win2k and some (outdated by now) linux versions). The
second number displayed is the number of clients connected, and
since creeping ping bug is caused by players not getting disconnected
properly after a mapchange, this number will be larger than the
number of actual players (plus specs) actually on the server as
long as creeping ping bug is active.
The
last important information (for a player) you can see in the inject
userflag 1 display is the server cpu load.
The
3rd and 4th numbers added give the time the server needed for
the last tick. Since that time is measured from "starting
tick" to "finished", it can be taken as a cpu load
indicator. The server does (or tries to) tickrate ticks per second,
each of them needs net+act milliseconds. So if net + act <<
1/tickrate * 1000, the server has enough horespower to sustain
the tickrate. On fast servers I usually see those times being
like 1/3 or even lower of what would be needed, even if there
are multiple servers (UT and non-UT) running on the same machine.
Inject
userflag 1 uses a lot of bandwidth; the traffic generated by it
can very well exceed netspeed/maxclientrate limits and is not
reduced by it. So only use this when trying to analyze a server,
not in the middle of an important match.
On
a sidenote - the reason for "f1-ping" being lower than
stat net ping is simple: most clients will run at more fps than
the server. That means the server will get an acknowledge to a
ping request faster than the client will get it from the server
- he just has to wait 1/fps seconds (plus the actual icmp ping,
of course). For some strange reason (probably an attempt to filter
out those dependencies) the client substracts half its frame-time
(1/fps) from its own ping - that is why you'll always see a lower
ping on your own machine than others will see for you.
There
is one thing left to mention about packets/sec - if your fps get
lower than this, you will most probably experience lag; this is
the situation called "invisible packet loss" because
it feels exactly like pl, but no pl is shown. I've yet to see
that phenomenon myself, but it seems that UT has problems with
handling two waiting packets in one frame. No solution is known
to this - I'd suggest tweaking your UT for more fps. If you're
willing to give up the "looks", there are many ways
to improve your fps. Try one of the many many UT tweaking guides
out there. Or buy a faster machine. ;
<<
3. Basic UT stats and settings 5.
Server configuration >>