Side‑by‑side: You→Server→Opponent and Opponent→Server→You. All controls update both charts and the summaries.
Simulates random network variance. Actual jitter will vary between 0 and this value.
Delay before opponent shoots (you shoot at t=0 or t=peek).
Adds physical movement delay before you can see opponent. Affects when your shot is possible and when opponent becomes visible to you.
Time before YOU can see and shoot the opponent.
Time before opponent can see YOU (e.g., they're also peeking).
Each chart uses RTT/2 ± random jitter per leg (UDP). Server processes on same or next tick depending on arrival time. Interpolation buffers past data. Projectile mode adds bullet flight.
Bars show the time from the moment of action until the moment the remote player becomes visible on screen.