p99
Performance & graphics
A value at or above about 99 out of 100 measured samples. The remaining roughly 1 in 100 can be slower, so p99 is neither the worst sample nor a promise for every future action.
Read definition
Also covers: 99th percentile, 99th-percentile.
Sort measured values from smallest to largest. The 99th percentile, p99, lies near the point where 99% are at or below it. For example, a 30 ms feedback p99 says roughly 99 out of 100 measured feedback times were no more than 30 ms; some can be higher. Histogram buckets and calculation methods affect precision.
The current capacity report takes the largest p99 calculated separately for each client. That is a worst-client percentile, not a percentile pooled across all clients and not the maximum observed sample. Population, duration, sample count and workload remain essential context. p99.9 uses the corresponding 99.9% point.
Link to this termp99.9
Performance & graphics
A value at or above about 999 out of 1,000 measured samples. Roughly 1 in 1,000 can be slower, so this still is not the maximum or a guarantee for every future action.
Read definition
Also covers: 99.9th percentile, 99.9th-percentile.
p99.9 is the 99.9th percentile. It looks farther into the slow end of a distribution than p99: about 999 out of 1,000 measured values are at or below it, subject to the calculation and histogram resolution.
The capacity screen uses p99.9 server tick time alongside p99 and other criteria. Rare-event interpretation needs enough samples and independent repeated runs; displaying more decimal places does not create that evidence. A server tick percentile also says nothing by itself about client state freshness or physical input response.
Link to this termPacing
Networking
Scheduling when packets may leave instead of sending every ready byte in a burst. The adapter must respect the transport’s actual release contract and avoid adding an obsolete wait.
Read definition
Also covers: packet pacing, pacing deadline, pacing deadlines.
Pacing spaces traffic over time according to transport and rate-control decisions. It differs from congestion control’s limit on outstanding traffic and from a configured application byte budget.
SHADOWFRAG’s native adapter must honor each backend’s contract. Prepared Quiche packets carry their scheduled send time, while a successful nonempty PicoQUIC preparation is already ready under its native pacing. A previously cached wake must not delay that ready packet. An adapter timing histogram is meaningful only for the particular stage it measures.
Link to this termPacket loss
Networking
Packets failing to reach the receiver. Recovery can protect important outcomes, while fresh movement may be better served by newer state than a late copy of an old snapshot.
Read definition
Also covers: lost packet, lost packets, packet drops.
A network packet can disappear or arrive too late to be useful. The application and transport must decide what to repeat, what to acknowledge and what can expire.
SHADOWFRAG repeats recent movement commands, tracks complete-scene receipts and recovers durable action and projectile results. Cosmetic cues can have a shorter useful lifetime. A QUIC counter labeled considered-lost records the transport’s inference; it is not a direct count of physical network drops, because reordering and delayed acknowledgement can influence that inference.
Link to this termPacket recovery
Networking
Repeating or replacing missing information so a dropped packet does not erase a necessary move or outcome. Recovery must keep the original identity so a retry cannot become another shot.
Read definition
Also covers: loss recovery, retransmission, retransmissions, redundant delivery.
Different information needs different recovery. Recent inputs can repeat until acknowledged. A newer complete scene can replace an old partial one. A projectile launch or terminal record needs its own receipt so eventual outcomes remain known.
Retries create traffic and work, and can worsen queues if unmanaged. SHADOWFRAG bounds recovery and keeps duplicate identities, with separate timing for projectile lifecycles and action or hit results. Receiving another copy must not execute movement, apply damage or play confirmed feedback twice.
Link to this termPaged storage
Performance & graphics
Growing player and projectile storage in stable blocks as needed. It avoids repeatedly processing capacity that a smaller match has never constructed, while keeping numeric slots and references stable.
Read definition
Also covers: paged state, stable pages, lazily allocated pages, bounded prefix storage.
The current implementation allocates stable pages for player and projectile state. Growth preserves numeric identities and borrowed references; reused storage is reset before exposure. Simulation, history and presentation follow the constructed extent.
This removes work from ordinary smaller matches without changing movement or combat rules. It does not promise that every operation scales only with active players: a sparse state using a high numeric slot can still involve a larger prefix. Storage capacity also does not authorize a higher playable population.
Link to this termPaired comparison
Tools & testing
Comparing two runs with deliberately matched conditions so a particular change is easier to inspect. Matching helps isolate a difference, but one pair does not establish a universal cost.
Read definition
Also covers: paired comparisons, matched pair, matched pairs, matched comparison, matched comparisons, active/unused pairs, active/unused pair.
A before-and-after pair can use the same map, camera, equipment schedule and machine. An active/unused feature pair keeps declared permissions while changing whether the feature is exercised. The exact control matters: changing the workload or cohorts can introduce other differences.
Background activity and run order can still affect results, so repeated clean pairs and retained failures improve interpretation. Deaths or replenishment can change how many actions actually occur. A measured traffic difference is conditional on that encounter and cannot automatically become a fixed per-user price.
Link to this termPCM audio
Tools & testing
Audio stored as direct waveform samples. SHADOWFRAG uses mono 16-bit samples at 48 kHz: one channel with 48,000 sample values per second, prepared before playback.
Read definition
Also covers: PCM, PCM16, mono PCM, mono 48 kHz PCM, 48 kHz PCM.
PCM means pulse-code modulation. In the game’s format, each waveform sample is a 16-bit value and 48 kHz means 48,000 samples per second per channel. Mono stores one channel. This sample rate is unrelated to simulation ticks or display refresh.
Sound Studio converts supported WAV or MP3 imports to the prepared runtime format and keeps their originals. WAV is a file container and MP3 is a compressed audio format; naming an imported file does not mean the callback decodes it during play. Prepared PCM consumes memory in exchange for predictable playback work.
Link to this termPicoQUIC
Networking
One implementation of the QUIC transport. PicoQUIC with CUBIC is the current default for new SHADOWFRAG game, Practice and dedicated-server launches.
Read definition
Also covers: Picoquic backend.
A QUIC implementation is library code that handles the transport’s connections, packets and delivery mechanisms. SHADOWFRAG’s adapter connects PicoQUIC to its own scheduling and gameplay protocol.
Current launches default to PicoQUIC/CUBIC after retained direct and impaired comparisons; Quiche/CUBIC remains selectable. This does not establish that one library is faster on every machine or connection, nor change combat validation or the 64-player limit. The upstream project describes its scope in the PicoQUIC repository.
Link to this termPlayer cap
Matches & maps
The current configured maximum of 64 players, including bots. A larger map, storage capacity or successful research workload does not raise this hosting limit.
Read definition
Also covers: server limit, player limit, player ceiling, shipping cap, shipping player cap, 64-player limit.
SHADOWFRAG applies the same 64-player bound across setup, planning, startup and admission. Bots occupy places within that total. A setting imported from a larger stress fixture does not authorize a larger ordinary match.
Three clean 128-client Highlands FFA confirmations establish a conditional wired-LAN research result with declared equipment and synthetic clients. Dense higher-count encounters and full Shogun AI need separate evidence. Research can inform a future limit; it does not silently change the current one.
Link to this termPosition age
Networking
How old the received position state is in the capacity study. Its reported worst-client p99 is the largest of the separate clients’ 99th-percentile ages, rather than a pooled or absolute worst sample.
Read definition
Also covers: position-age, received-position age, received position age.
Position age measures freshness of the world state reaching clients. The current capacity campaign reports it independently from server tick work and weapon-request feedback, because each can fail while another looks healthy.
The published aggregate selects the largest individual-client p99. For example, a 25 ms worst-client p99 does not mean that every position for every client arrived within 25 ms, or that the scene was drawn on a monitor within that time. It remains conditional on the test’s clock estimate, workload and sampling.
Link to this termPrecision Dojo
Matches & maps
Offline aim practice using SHADOWFRAG’s actual ninjas, movement and rail, bow or stars. Fourteen forms isolate movement reads; results compare practice conditions rather than assign a universal skill rating.
Read definition
Also covers: Local Training, Aerial Mastery, Stillwater Court.
Precision Dojo runs in the client without starting a server or contacting an online service. Foundations isolates aiming problems; Aerial Mastery puts you and opponents into flight, with optional return fire and automatic chi relaunch.
Your sensitivity, bindings, field of view and weapon rules apply. Cadence changes the exercise pattern rather than scaling hitboxes or projectile speed. The dedicated training space is Stillwater Court. It is separate from the multiplayer map named Dojo, historically Cloud Dojo, and does not add another map to the multiplayer roster. Mean time alive measures eliminated practice ninjas’ lifetimes, not reaction time.
Link to this termProjectile
Movement & combat
A moving arrow, star, grenade or net whose travel creates time to lead, dodge or reach cover. The server decides contact along its flight.
Read definition
Also covers: projectiles, ballistic projectile, ballistic projectiles, ballistics.
Projectiles occupy the world over time rather than resolving as an instant rail trace. Their launch speed, gravity where applicable, lifetime and collision rules determine where they can go.
SHADOWFRAG’s client predicts the visual flight for immediate response; the server approves the launch and checks contact with cover and moving players. It checks the interval between simulation steps, not only isolated positions. Projectile travel time is intentional gameplay time and is separate from the delay in receiving launch confirmation. Nets travel as projectiles but do no damage.
Link to this termProjectile lifecycle
Networking
The networked start and finish of a projectile’s flight. Launch and impact or expiry have separate receipts, so a late launch cannot bring an already-finished arrow back.
Read definition
Also covers: projectile lifecycles, terminal record, terminal records, launch record, launch records.
The launch record gives the client the approved origin, velocity, timing and identity needed to reconstruct flight. A terminal record says the projectile hit or expired. The detailed path can be drawn locally instead of streaming every position.
Either record can arrive first under reordering. Retaining the terminal identity prevents a delayed launch from resurrecting a finished projectile. Lifecycle recovery differs from the action’s launch-acceptance and hit-result feedback, and every path still leaves collision and damage with the server.
Link to this term