by LordHavoc » Tue Sep 25, 2007 7:17 pm
First the bad/special ones:
Red is lost packet (out of sequence packets also count as lost as they are no longer relevant by the time they are received) - you want as little of this as possible!
Yellow is choked packet, meaning that your rate limit is set too low - note this only shows on your outgoing graph (incoming does not know if packets were choked).
If it's not one of those colors, then it is a bar graph showing how much of each of the following traffic occurred in the given direction (received or sent):
Orange - normal unreliable messages, this includes input (which looks like a pretty flat block, sometimes interspersed with yellow if your rate is set too low), explosions, sounds and other effects, as well as game objects and most other data.
White - reliable messages, such as chat, death messages, scoreboard frags/colors/name updates, screen flashes from item pickups, centerprint text (while spectating for example), and assorted other things that occur less frequently (such as when changing level).
Green - acknowledgement of receipt of reliable messages, for example when chat is received by the client, the input graph will show a green blip due to sending an acknowledgement packet, and if you send chat, the world (data from the server) graph will show a green blip a moment later.
There are two different graphs, one for world updates (from the server), and one for input (from you), the input one tends to look very boring as it uses a steady amount of bandwidth (other than chat), the world one varies wildly, and gets very high in fighting, eventually hitting a plateau when it reaches your rate limit.
Adjusting rate limit (higher or lower) can improve play, and cl_netinputpacketsperserverpacket can be adjusted when using cl_movement 1, other than that you have very little control over the network conditions.