4 ms·
I read that section as comparing what they logged before vs what the player experiences: the time taken for an input to be registered and it's effect communicat
by chabons 4y ago
I read that section as comparing what they logged before vs what the player experiences: the time taken for an input to be registered and it's effect communicated to the user. Maybe I'm wrong, but I don't think the intention was a precise description of the error, but rather the hazard of not having logs which reflect what the user experiences.
- upwardbound 4y agoThey stated that they use the same calculation for the logs as for other purposes such as latency compensation. From near the top of the blog post: "The reason we did not find it sooner is that the cause of the issue was a code bug that miscalculated latency, which meant that the values in our logs were also wrong." And from later in the post: "Our logs were not displaying the issue because the calculation was wrong. It explained why the latency was worse in the venue than on the internet servers"
- chabons 4y agoRight, but my point was that I think you're reading into the diagram beyond it's intended purpose. I'm not sure how you can tell that they're logging only the server-side delay, and not the client-side delay, from a systems diagram which shows each of those as a box connected by a bi-directional arrow. For instance, it's clear to me that they don't include the latency included by the game engine in that metric, but not whether they include the server-added latency or if they're aware of it and subtract it off.