You're best off checking ping using this:
![be06e32b-bff9-4af9-bd81-2f341984bfc6-image.png](/assets/uploads/files/1670141693507-be06e32b-bff9-4af9-bd81-2f341984bfc6-image.png)
Note that before you rant about it, it is an engine limitation. I can highly recommend you to look at these:
In particular, the first twenty minutes of the first video.
In this engine there are several steps that run sequentially but are computed parallel based on the previous input:
- (1) take into account input
- (2) compute collisions and pathing then execute lua
- (3) visualize everything
Each step ideally takes less than 100ms. It is sequential because we require step (1) before we can compute (2). It is parallel because we can compute step (3) based on the previous ticks version of (2), etc.
A consequence of lowering it means that the game becomes 'stuttery', with a mystery 11th tick. This was often the case for solo games, as half a decade ago we removed this delay for single player. Single player is a lot smoother now. I suspect the reason for that tick is because of the lock step feature.
Let alone that balance drastically changes when we lower it ![:smiley: 😃](https://forum.faforever.com/plugins/nodebb-plugin-emoji/emoji/android/1f603.png?v=duu4e86ev88)
alas, all of this is based on a years worth of experience working with this engine