Technical Metrics and Monitoring
This article describes the tools Warface has which can help you identify the source of technical issues.
A stable internet connection and a high frame rate are essential for a comfortable gaming experience. To help you conveniently and quickly monitor these parameters, Warface features special tools – monitoring tools and problem indicators.
Problem Indicators
Problem indicators are icons that appear when the game registers problems with hardware or network performance.
Types of Problem Indicators
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Low FPS indicator This indicator appears when your frame rate drops to 30 FPS or below. Frame rate depends on your system’s hardware capabilities and directly affects the visual smoothness of gameplay. The higher the FPS, the better the experience. |
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High ping indicator This warning appears when your ping value reaches 200 ms or higher. Ping is the time it takes for data to travel from your computer to the server and back. For the best experience, it is highly recommended that your ping does not exceed 60 ms. If your ping is higher than 60 ms, gameplay may feel less comfortable. |
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Packet loss indicator This icon appears when your packet loss goes above 20%. Packet loss most commonly occurs due to transmission errors over wireless networks or network congestion. It may also result from issues with software or network equipment. Incomplete packet delivery between the client and server can lead to in-game problems, including stuttering movement and teleports. |
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Connection lost indicator |
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Incorrect damage through walls/obstacles Appears when damage passes through obstacles where it should not. |
Monitoring Tools
Monitoring tools provide real-time information on essential network and hardware performance values.
- Metrics List:
- Frame Rate (FPS)
- CPU Processing Time
- GPU Processing Time
- Network Latency (Ping)
- Packet Loss
- Server Tick
- Total hardware latency before the start of rendering (available for GPUs that support the NVIDIA Reflex SDK and DirectX 11).
You can view the data in either text or graphical format. To enable and select the display mode, go to the "Metrics" section in the game settings.
If any of these metrics reaches a critical level during gameplay, the new issue indicators in the top-right corner of the screen will let you know.
Low Frame Rate (FPS)
This parameter is directly dependent on your PC's hardware performance. When system resources are insufficient, the image may become less smooth. In some cases, this can lead to "freezes" where the screen momentarily stops updating.
CPU and GPU Processing Time
CPU and GPU Latency refers to the total time it takes for the CPU and GPU to process a frame before it is displayed on your screen. Besides other calculations, CPU also prepares frames, GPU is responsible for rendering the frame and delivering the final image to the display. All of these processes take time to complete. CPU latency is the time it takes for the processor to complete a task. When the processor is under heavy load, the time it takes to handle tasks may increase. In this case, in is better to reduce the CPU workload by, for example, lowering your in-game graphics settings or closing background applications.
High Ping
The server and client interact by exchanging packets of data. If the time it takes for a data packet to travel from the game client to the server and back is too long, the quality of the gaming experience will be significantly affected (damage not registering, teleportation,etc.)
Packet Loss
If data packets fail to reach the client or server, you may also experience issues similar to those mentioned above (for example, stuttering character movement).
Connection Lost
If serious problems occur with data exchange between the client and the server, further gameplay becomes impossible. This is typically caused by issues with your internet connection.
Server Tick

TickRate is the frequency at which data is sent and received between the server and the game client, measured in ticks per second. One of the purposes of this metric is to provide a measurement of server latency. In the game, the Server tick metric is presented in milliseconds. This is not the TickRate itself, but it represents the time between individual packet sends. There are 1000 milliseconds in a second. If you divide this value by the in-game Server tick (currently 16.6 ms), you get approximately 60. That is your current TickRate.




