Free online Chess server. Play Chess now in a clean interface. No registration, no ads, no plugin required. Play Chess with the computer, friends or random opponents.
Play
Create a game Tournament Simultaneous exhibitions
Learn
Chess basics Puzzles Practice Coordinates Study Coaches
Watch
Lichess TV Current games Streamers Broadcasts (beta) Video library
Community
Players Teams Forum Questions & Answers
Tools
Analysis board Board editor Import game Advanced search
Sign in
Reconnecting
  1. Forum
  2. General Chess Discussion
  3. TIME for premove

lichess.org/07kPECOW/white#7

In this game I premoved everthing.
But one move was measured with 0,72 sec.
WHY?

Sometimes I really have the feeling that my moves are measured with very wrong time frames.
How can I change it?`
Any Suggestions: Browser, vpn or anything?

sometimes internet connection makes premove too serious

Question to developers:
Are premoves sent to the server? or browser waits for the response and then send the premove? It should be implemented in the first way for it to work properly.

there was a dev post a few days ago:
lichess.org/blog/WkjamysAAMMl2Itd/lichess-end-of-the-year-update

Therefore I think premoves r sent to the server. My opponent clearlly didnt premove. When I watch twitch streamers I get the feeling that their moves r not only faster because of their bigger skills but maybe also because of server locations or other technical tricks.
"Internet lag can be a major issue in online chess, especially when one player has a faster connection than the other. No matter how fast we make the lichess server, your moves still have to go to France and then over to your opponent, and each hop can take .25s.

Time compensation for this latency has been significantly reworked in 2017. In short, the time you see on your clock is nearly always what you actually get when your move is received. No more moving with time left, only to have the server tell you that you ran out of time.

However, even if lag compensation is fair, playing someone who is lagging can change bullet game mechanics, because their time goes down so slowly. Based on feedback, we tried to balance these competing objectives by reducing max lag compensation for faster time controls. In practice, rather than a per-move cap, we use a quota system, which ensures occasional spikes are compensated, while constant high lag eventually burns through the quota and avoids delaying the game.

Another subtle change is how your local clocks predict the true state of the game. Previously, your opponent's clock started as soon as the server response to your move was received. But now that response also contains an estimate for what your opponents next lag compensation will be. This lets us pause the clock for this estimate and avoids the jump clock behavior that used to happen when the opponents move came back with extra credited time.

In short, the clocks just work! They're smooth and fair."