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Lag Debug UI

Tired of seeing players rubber band? Yeah well me too, so we made this tool to help expose the main causes of the lag plaguing this game. You can repack this mod. Here's an explanation of how it works: RPC is a counter of RPC's being sent to your client along with the associated integer to know the exact RPC that is sent to your client in real time. You can use this to find unnecessary RPC's being sent to clients,… (more)

Tired of seeing players rubber band? Yeah well me too, so we made this tool to help expose the main causes of the lag plaguing this game. You can repack this mod. Here's an explanation of how it works: RPC is a counter of RPC's being sent to your client along with the associated integer to know the exact RPC that is sent to your client in real time. You can use this to find unnecessary RPC's being sent to clients, typically by mistake of the mod creator, or to associate it with lag spikes. Lag spikes are a bit harder, you have to watch clips frame by frame typically as there can be a lot sent at the same time to disguise the problematic one. This is how I exposed the playerlist sync lag. https://feedback.bistudio.com/T177400 TLC is a total entity counter. It includes Base Building items since theyre ItemBase. This one (storage and its cargo) has been a fucking problem for years now, and I've reported it over a year and a half ago: https://feedback.bistudio.com/T169094 Anytime you enter the network bubble of storage, it'll full lag you. Everybody on your screen will rubber band, and everyone will see you rubber band. When this happens with multiple people involved, it's just a lag fest. Input Throttle is a new function added to DayZ. What I've noticed is that anytime it is a non-zero number, there is lag. You can use this as a reference for comparing to the TLC/RPC at the time the IP is non zero. Here is my current feedback tracker reporting the issue as it's been made worse in 1.24: https://feedback.bistudio.com/T179907 By default the UI is visible for players. If you want a hidden by default version, it's in the Extras folder. By default you can press Insert to hide/unhide the UI. Hope we can work together to finally make this game playable at full pop without the constant network lag.

Workshop 3183607578 · mod updated 2025-02-28 · analyzed 2026-10-07 15:32 UTC · history · 4 script files

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 10% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
1 hook · 0.0002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99.8% DayZGame.OnRPC

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnRPC on DayZGame
per event
no I/O, timers or RPC
What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 4 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
DayZGame.OnRPC T2 yes ✓ DebugUI.pbo::Scripts\3_Game\DayZGame.c:5
MissionGameplay.OnMissionStart T3 yes ✓ DebugUI.pbo::Scripts\5_Mission\MissionGameplay.c:5
MissionGameplay.OnMissionFinish T3 yes ✓ DebugUI.pbo::Scripts\5_Mission\MissionGameplay.c:14
MissionGameplay.OnUpdate T0 yes ✓ DebugUI.pbo::Scripts\5_Mission\MissionGameplay.c:21
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZGame.OnRPCT2 8.0placeholder0.0002

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

DebugUI.pbo

  • RA_DebugUI requiredVersion 0.1 — requires DZ_Scripts

census 1.1 · findings 1.1 · hash dc6b4c5671a16455