Side‑by‑side: You→Server→Opponent and Opponent→Server→You. All controls update both charts and summaries.
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.
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).
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 ± 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.
Bars show the time from moment of action until the remote player becomes visible on screen.