Network connection parameters for both machines
The delay parameter tells the netcode to add an artifical delay to your key presses, this delay gives time for the other side to catch up with your key presses. Whenever you want, you can press Z to change the shape of one of the lines. The higher the delay, the longer will it take for the line to start changing.The rollback parameter tells the netcode how many game frames to predict when not receiving input from the other player. Rollback artifacts can be seen when the moving lines "break". Since rollback attempts to predict where the lines will move, then network lag will cause prediction failures whenever the lines change direction/speed.
Simulation parameters for both machines
The direction change interval tells the automated players how quickly to change directions. The lower it is, the faster will the players alternate between moving left or right.The movement distance parameter tells the automated players how far to move.
The movement type tells the player to use one of two types of movement: walk or dash. A walk movement has constant speed and can change direction immediately. A dash movement is more realistic, representing an object with acceleration that needs to spend effort to stop. Note that when using the dash movement, it will not always be possible to accurately select the requested movement distance.
Faulty connection simulation (use if running both on your machine)
For each sent packet, it will be delayed by at least this valueFor each sent packet, it will be delayed by at most this value
Percentage of sent packets to drop
To run a netplay quality test against a friend, the connection URL to your friend. You can also a second instance on an another tab and use the faulty connection simulation.
Connection URL is:
Connecting...