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If the IP band measured for RTT calculation is different from that of the game

All loophole relay servers periodically check the game server for RTT and send this information to the central server. However, if the target (usually IPv4 address) for this RTT check differs from the way the game checks it, it may be different from the value of the loophole.

Sometimes loopholes may cause problems by incorrectly specifying targets for RTT checks and measuring them as non-real game servers.
If the protocol you are measuring for RTT calculation is different from that of the game

Basically, Dojo measures RTT using TCP protocol. However, when game traffic is based on UDP protocol instead of TCP protocol, it can cause packet processing priority to change due to QoS equipment. Values ​​may differ from actual values.
Due to the load on the game server

If the RTT calculation in the game is based on the RTT calculation for the game server where the actual game is played, the load on the server may cause a difference.

The RTT graph of Loach is not based on the actual game server, but rather on the network where the game server is located or the network estimated to be nearby.
Due to the impact of the network load on which the game server is located

If the network server where the game server is located is under load due to a lot of traffic, if the Loop RTT is not calculated for that network node, the graph may be different.
Due to the load on the computer itself

Rarely, the load on the computer as a result of the game can slow the overall operating system (OS) throughput, resulting in RTT differences.