How can I get session data?

To bring up the streaming console, press Ctrl+F1 simultaneously.


What data does a session contain?

ID: your gaming session data that contain the following information:

  • T1234567/1234567: current game session identification.
  • 1920×1080 / 1280×720: streaming resolution; that is, the resolution in which the images arrive to the Playkey application. Currently, there are only two resolutions, and they can’t be changed to a custom resolution.
  • S: the frame rate of the video stream that is broadcast from the server to the Playkey application (Stream FPS). This depends on the selected configuration of the game launch: 33, 45, or 60 fps.

If you notice a periodic drop in this value, contact the Playkey support team.

  • C: the number of frames collected.
  • TD: the number of frames that the application attempted to decode.
  • D: the number of frames in the Playkey application on the user’s computer (Display FPS). This might be less than S or C if the computer can’t keep up with the decoding.

If you detect a decrease in values D and U, you need to check which programs could be slowing your computer, and close them. If that didn’t help, then you can reduce the CPU load by limiting the bitrate with the help of these instructions.

  • U: the number of unique displayed frames.
  • | 60: the number of times the main thread was run. It’s responsible for drawing images on the screen and for control-command processing.

The more often it runs, the more often control commands are processed and sent, and the smoother the control feels.

  • video: x.x Mbps–x.xMbps: the first indicator is the bitrate of the video stream broadcast from the Playkey server; the second is how much data goes directly to the decoder.
  • HW / SW: the supported (enabled) video stream decoder. You can learn how to check hardware support for decoding from this article.
  • High, Medium, Low: the game’s launch profile; it affects the picture quality (the default is always High).
  • audio: xxkbit/s: audio stream rate.
  • inputs: xxkbit/s (TCP) / (UDP): the amount and method of control-command transmission in the game. If there are difficulties with controls, this article will help.
  • frames: decoding the video stream by the sent frames.

not collected: the number of frames that couldn’t be collected, even after restoring.

ready incomplete: the number of partially assembled frames sent to the decoder.

failed: the number of frames the decoder was unable to decode.

total: the number of frames from which we received at least one packet.

with losses: the number of frames in which there were some losses.

  • v-packets lost / restore / total: the loss percentage of data packets between our servers and the user’s computer. The normal value of this is 0%.

If there are significant losses, the image is distorted and breaks up. Common causes for this and a fix for it are described in this article.

We can’t resolve connection issues with an internet provider, but we can evaluate the quality of the connection in a specific case. Information on connection troubleshooting can be found in this article.

  • lost packets in frames with losses: the percentage of lost packets in a frame with losses.
  • ping xx ms: a ping to the Playkey cloud server. The value depends on several factors:

— How far a player is from the server: the further the player, the higher the ping

— The number of nodes on the route: the more nodes, the higher the ping

— The restrictions on a player’s data plan: on low-speed plans, ping time to the cloud can increase significantly.

  • decoder xx ms: the time to decode a frame by the Playkey application.
  • input xx ms: the average time to send and respond to control commands in the game.