There are several ways to get network information in Overwatch—the sections below help explain that information. If you have a connection problem, follow the steps on our connection troubleshooting article to resolve the issue.
Toggling the FPS Display (Shift+Ctrl+R by default on PC; Options > Video > Show Network Stats on console) will show information related to your game performance in the top-left corner of your screen. Each available piece of information is detailed below.
FPS: Frames Per Second
This number indicates how many frames are being displayed per second. While the latency numbers are related to connectivity, framerate is affected by your computer's performance. If this number is very low, visit our performance troubleshooting article. A higher number is better here.
TMP: Temperature (GPU)
This displays the current temperature of your GPU. You will need to check with your hardware manufacturer for the normal operating temperatures of your video card. If you're having performance or crashing issues, follow the steps on our support article to resolve overheating problems.
VRM: Video RAM
This displays how much video RAM Overwatch is using. If this number is near to the amount of VRAM available on your GPU, you may experience performance issues, including crashes and lockups.
This measures the amount of time it takes for a packet of data to go from your game client to the server, and back. If this number is very high, follow the steps on our connection troubleshooting article to try and resolve the problem.
RTT: Round Trip Time
This is a smoothed estimate of the time it takes to receive a response from the server after you make a command in the game. If this number is very high, follow the steps on our connection troubleshooting article to try and resolve the problem.
IND: Interpolation Delay
To make sure other players' movements and actions appear smooth on your screen, there is a small buffer of time between when your client gets information from the server, and when it's shown to you in the game. This is normally around 50-60ms for normal games. If your IND value is much higher, follow the steps on our connection troubleshooting article to try and resolve the problem.
Toggling the Netgraph will display a large graph with several pieces of information on the screen.
- PC: Shift+Ctrl+N by default
- Console: Options menu > Video > Show Network Stats
Note: Use right-shift to open this on PC, or you may trigger an ability by accident.
This screen is intended for troubleshooting network problems, and trying to play with this information blocking the action may be difficult. The three sets of numbers displayed next to each item represent the minimum/average/maximum value for that set of information.
If you're experiencing any performance problems while playing, look for large spikes on the graph. The information below will help explain what each part of the graph means.
- A large white highlighted bar indicates your computer taking longer than expected to process data received from the server.
- A large orange highlighted bar will display when latency exceeds the interpolation delay. This can result in erratic behavior in the game and usually indicates connection-related problems.
Simulation represents the amount of time your client took to process a tick.
IND: Interpolation Delay
The small buffer of time between when your client gets information from the server, and when it's shown to you in the game. This number is heavily dependant on the quality of your internet connection. Overwatch uses adaptive Interpolation Delay, aiming to keep the yellow latency line below the blue interpolation line. If latency goes above interpolation, it's highlighted orange in the graph.
This measures the amount of time since your game client last heard from the server. Small spikes are normal here, and you shouldn't see problems unless this greatly exceeds Interpolation Delay for an extended time.
This estimates the amount of time it takes for a packet of data to go from your game client to the server, and back. This does not include any processing time for that data.
RTT: Round Trip Time
This is a smoothed estimate of the time it takes to receive a response from the server after you make a command in the game.
CMDQ: Command Queue
This represents the number of commands that have not been acknowledged by the server. This number will vary along with your estimated ping.
PPS IN: Packets per Second Incoming
This indicates the number of packets coming from the server to your game client every second. This number will spike during kill cam replays and plays of the game.
PPS OUT: Packets per Second Outgoing
This is the number of packets going from your game client to the server. This number can change depending on if you have locked your frame rate or not.
LOSS IN: Incoming Packet Loss
This is an estimated percentage of packet loss from the server to your game client. Small amounts of packet loss will usually be unnoticeable, but any consistent number above zero may indicate a problem getting data from our server.
LOSS OUT: Outgoing Packet Loss
This is an estimated percentage of packet loss from your game client to the server. Small amounts of packet loss will usually be unnoticeable, but any consistent number above zero may indicate a problem getting data from your client to the server.
You may see amber-colored icons pulse on the upper-left portion of your screen while playing Overwatch.
This icon pulses when your client hasn't heard from the server for a period longer than your interpolation delay. If this icon is consistently pulsing, it may indicate a connection problem, and can cause erratic behavior in game.
This icon will pulse when packet loss is detected. This could indicate a connection problem and can result in erratic game behavior if it goes on for an extended period of time.Note: The thresholds for these icons are currently turned down very low, and will pulse when there isn't necessarily a problem. This threshold may change.