3 ms·
They 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 reaso
by upwardbound 4y ago
They 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.