Dual Netcode Timelines

Side‑by‑side: You→Server→Opponent and Opponent→Server→You. All controls update both charts and summaries.

Presets

Latency & Tick

Network round-trip. The number shown in-game. Does not include bufferbloat or server processing.

RTT + server processing time. Shown as "PlayerRTT" in EFT/Arena fps overlay. Must be ≥ RTT.

Not visible in-game. Defaults to opponent RTT + 1 tick. Adjust to model a server-stressed opponent.

Bufferbloat OFF

Simulate connection under load (someone downloading / streaming on your network)

Client & Events

Simulates random network variance per leg. Values are locked when jitter = 0; use the re-roll button when jitter > 0.

Delay before opponent shoots (you shoot at t=0 or t=peek).

Corner swing (line‑of‑sight)

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).

Timelines

You → Server → Opponent

Opponent → Server → You

Trade outcome (server)
Based on server registration time — this is what the game uses to decide who wins.
Server registers your shot
Server registers opponent shot
Perception gap
How much earlier/later you see their hit vs they see yours.
Opponent sees your impact
You see opponent impact
Total delay you→opp
Total delay opp→you

Each chart uses RTT/2 ± jitter per leg. Server processes on next tick boundary after arrival. Interpolation buffers past data. Projectile impact tick-snapped to next server tick after flight.

Visual perception — when each player actually sees the other

not yet visible becomes visible Δ —

Bars show the time from moment of action until the remote player becomes visible on screen.

Common scenarios (plain‑English)