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Game Lag White Paper › Netcode design

Short timing windows eaten up by ping Timing window too short for latency + reaction

Cause ID sy-short-window · Primary owner Game team (Server development) · Also Game team (Client development), Infra team (Server infrastructure)

Open the interactive card with figures and simulations →

When the time you have to react is short, as with dodges, parries, and guards, ping eats up that time and some attacks become impossible to avoid.

Why Short timing windows, such as a 0.5 s boss attack telegraph or a 0.2 s parry window → Effect You see the telegraph late (downstream latency + interpolation), and your input also arrives late (upstream latency + tick wait) → On screen You get hit even though you clearly dodged, parries don’t go off

Symptoms
Dropped action / rollback, Input lag
Factors
Latency
Who’s affected
Just me, One feature only
When
During specific actions
Owner
Primary owner Game team (Server development) · Also Game team (Client development), Infra team (Server infrastructure)
Game team action items
Server: schedule attack telegraphs at a server time and send them in advance, widen the timing window by the player’s ping (lag compensation). Client: play received telegraphs at their scheduled server time.
Infra team action items
Put servers close to regions with many players (regional servers) to cut ping itself.
Ballpark numbers
At 150 ms ping and 100 ms interpolation, the telegraph takes about 0.18 s to appear on your screen and your input takes about 0.1 s to reach the server. Add 0.25 s of human reaction time, and a 0.5 s telegraph is nearly impossible.
On the graph
Outliers only · Dodge/parry failure rate (by ping bracket)
Where to look
Server log of the timing window’s start and end times, when the player’s input reached the server, and that player’s RTT, with failure rate broken down by ping bracket (e.g., 50 ms steps)
Confirmed if
Failure rate is clearly higher in higher ping brackets, and failed inputs arrive shortly after the window closes (within RTT plus interpolation time)
Ruled out if
Failure rate is similar across ping brackets: the pattern is just hard. Inputs arrive inside the window but still count as failures: check the window-checking code or server validation
Check with
Game server or client logs and metrics

Sources

  1. Factors influencing the latency of simple reaction time (Frontiers in Human Neuroscience, 2015) Frontiers
    Average simple reaction time about 231 ms (213 ms after correcting for equipment delay); recent large studies report 233–400 ms
  2. Latency and Player Actions in Online Games (Communications of the ACM, 2006) ACM
    The more precise and deadline-bound an action, the more sensitive it is to latency (limits around 100 ms for first-person, 500 ms for third-person, and 1,000 ms for omnipresent views)
  3. NetworkTime and ticks (Netcode for GameObjects 2.5) Unity
    Scheduling events at a server time (ServerTime) so every client plays them at the same moment

See also

Same layer: Netcode design

Same symptom (Dropped action / rollback), other layers

View the interactive card with figures and simulations