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


External Links