Network Time Sender
Tools - Network time sender in couple with Network Time Receiver allows to check time difference between two rendering engine separated by the network.
Add a Network Time Receiver to one or many Smode computers in a simple compo or project.
In another Smode Machine, add a Network Time Sender Then add NetworkPeer for any Network Time Receiver this by setting the distant Smode computers related ip address in the NetworkPeer parameter tab:
Default port should be ok but can be modified if needed.
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Note: if you add NetworkTimeReceiver or NetworkTimeSender on a project inside a complex multicomputer topology take care to let them run only on only one server in their respective advanced parameters)
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Note: when the IPs are ok, ping pong between distant engines is starting. Disable the Element to mute this costly behavior
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Note: for proper measurement, Smode output and onAir should be activated.
Results can be interpreted like this (Server is the sender, Client is the Receiver):
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ServerNetworkPingDeltaTime is the difference between Server Network Ping Time and Server Rendering Ping Time
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ClientNetworkPingDeltaTime is the difference between Client Network Ping Time and Server Rendering Ping Time
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ClientRenderingPingDeltaTime is the difference between Client Rendering Time and Server Rendering Ping Time
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ClientFrameNumberDelta is the difference between Client Frame Number and Server Ping Frame Number
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ClientFrameTimeDelta is the difference between Client Frame Time and Server Ping Frame Time
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ClientNetworkPongDeltaTime is the difference between Client Network Pong Time and Server Rendering Ping Time
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ServerNetworkPongDeltaTime is the difference between Server Network Pong Time and Server Rendering Ping Time
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ServerRenderingPongDeltaTime is the difference between Server Rendering Pong Time and Server Rendering Ping Time
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FrameNumberDelta is the difference between Server Current Frame Number and Server Ping Frame Number
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FrameTimeDelta is the difference between Server Current Frame Time and Server Ping Frame Time