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Description
Fabric and newer Minecraft versions coming soon.
Vanilla ping/latency calculation always seemed incredibly inaccurate and delayed to me.
public void tick() {
if (++this.sendAllPlayerInfoIn > 600) {
this.broadcastAll(new ClientboundPlayerInfoPacket(ClientboundPlayerInfoPacket.Action.UPDATE_LATENCY, this.players));
this.sendAllPlayerInfoIn = 0;
}
}
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)
["Ping HUD"]
#Enable ping HUD
pingHudEnabled = true
#Additionally show 5 last ping values
showPingQueue = false
#Draw text with a shadow
drawTextWithShadow = true
#Draw ping either on the left side (true), or on the right (false)
leftOrRight = true
#How many scaled GUI pixels to start drawing from the edge of the screen
#Range: > 0
horizontalPadding = 4
#On which line counting from the top to start drawing from
#Range: > 0
lineFromTop = 1
#How many scaled GUI pixels to start drawing from the top of the screen
#Range: > 0
verticalPadding = 4
[Other]
#Show numbers in milliseconds in player list
playerListNumbers = true
Example of a full display with the last 5 measurements turned on, numerical player list values, positioned on the right side of the screen:
FAQ
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.