Vanilla ping/latency calculation always seemed incredibly inaccurate and delayed to me.
Info
They only send the latency value to clients once every 30 seconds:
public void tick() {
if (++this.sendAllPlayerInfoIn > 600) {
this.broadcastAll(new ClientboundPlayerInfoPacket(ClientboundPlayerInfoPacket.Action.UPDATE_LATENCY, this.players));
this.sendAllPlayerInfoIn = 0;
}
}
And this is how they "calculate" it:
int i = (int)(Util.getMillis() - this.keepAliveTime);
this.player.latency = (this.player.latency * 3 + i) / 4;
This mod goes around Vanilla and measures latency with a similar custom packet, but takes a proper average of 5 last RTT (round-trip-time) results.
Besides that, it also adds a customizable hud element to always see your ping with options such as:
- Hide completely
- Position anywhere on the screen
- Show last 5 latency measurements in the same hud element
- Show numerical readings for other players on the server instead of abstract bars (there is a config option serverside to change the frequency of the server broadcasting these values to everyone)
Example of a full display with the last 5 measurements turned on, numerical player list values, positioned on the right side of the screen:
Q: Forge?
A: Forge.
Q: Can I include your mod in a video?
A: As long as you include a link to the mod/modpack (if it happens to be in one), absolutely
Q: Can I add your mod to a modpack?
A: CurseForge/Modrinth modpacks are cool.