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Knomax

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Knomax last won the day on August 12 2022

Knomax had the most liked content!

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Basic Info

  • Gender
    Male
  • Location
    Greece
  • DumaOS Routers Owned
    Netduma R1

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  1. Will you release any update firmware?We have 2023.
  2. Will have something "new" in functions or only fix issues?
  3. When everything is working....
  4. I agree with @bbursley when people keep buying COD....they think that people like these "system" of matchmaking...SBMM it doesnt matter what skills you have in aiming ..reactions and so on...algorithm decide if you will "win"...how can realize that..it is pretty easy..in one match with one magazine you kill 3-4 enemies with 2-3 bullets....and the next games you hit a hole magazine in one enemy and he is keep running!!!! The problem isn't Netduma or your connection ..it is the game....that's why in previous COD's the configuration was needed was simple and 100% working....find your speeds..adjust bars to eliminate bufferbloat....adjust geofilter...and thats it...you will play sollid games 90-95% of the time. In the topic there are so many configurations but i think no one can say that is working all the time....it is just "lucky" to have good games....algorithm SBMM decide it for you.And for sure it doesnt matter for this game what is your ping...even players with really low ping has problems and crap games!!!...."Ping is king" is for old COD's not for this.
  5. For the first time i have A+ in ping test under load...so something "good" has be done with QOS because my speeds are to low ...15Mbps for download and only 1Mbps for upload so it works pretty well. Also i make auto set up with advance settings....set anti spike at 15ms...minimum download 30% and minimum upload at 50%. I found one issue...i post it in the other thread.
  6. SBMM hits everyone in "real time" it is always there...even during a match..thats why when you start a game maybe you have perfect hit detection..but in the middle of tha game "something" changed and your hit detection is crap...your character is "heavy" to run..bullets dont register quickly and so on....server sends to you big streams of tcp traffic to "flood" your line in upload traffic with ACK packets...so your udp traffic "DURING" the match is delayed by "artificial lag". Game what ever bandwidth you have sends in a clock tick rate of 64 packets per second...so if your line has to many tcp packets from "flooded"....in one second etc it sends to server 50 tcp packets that is useless to game and only 14 udp packets....so that is your delay to server!!!!
  7. Thank you very much i start working on it.
  8. @Netduma Fraser When we will get the Duma OS 3 for R1 i confirm e-mail in first day and i dont receive anything until now.
  9. Waiting for e-mail...😊
  10. If you like camping MW is just for you......this is not cod just bu*****t.Many of these players in other cod was under 1.0KD.
  11. Another tip that maybe helps... If your modem has the ability to prioritize packets like ACK,SYN,FIN,RST.... Prioritize ACK and SYN...it helps me to lower jitter...games sends many ACK and SYN packets. From wikipedia.org... << Connection establishment: To establish a connection, TCP uses a three-way handshake. Before a client attempts to connect with a server, the server must first bind to and listen at a port to open it up for connections: this is called a passive open. Once the passive open is established, a client may initiate an active open. To establish a connection, the three-way (or 3-step) handshake occurs: SYN: The active open is performed by the client sending a SYN to the server. The client sets the segment's sequence number to a random value A. SYN-ACK: In response, the server replies with a SYN-ACK. The acknowledgment number is set to one more than the received sequence number i.e. A+1, and the sequence number that the server chooses for the packet is another random number, B. ACK: Finally, the client sends an ACK back to the server. The sequence number is set to the received acknowledgement value i.e. A+1, and the acknowledgement number is set to one more than the received sequence number i.e. B+1. At this point, both the client and server have received an acknowledgment of the connection. The steps 1, 2 establish the connection parameter (sequence number) for one direction and it is acknowledged. The steps 2, 3 establish the connection parameter (sequence number) for the other direction and it is acknowledged. With these, a full-duplex communication is established.>> ................................................................................. Connection termination: The connection termination phase uses a four-way handshake, with each side of the connection terminating independently. When an endpoint wishes to stop its half of the connection, it transmits a FIN packet, which the other end acknowledges with an ACK. Therefore, a typical tear-down requires a pair of FIN and ACK segments from each TCP endpoint. After the side that sent the first FIN has responded with the final ACK, it waits for a timeout before finally closing the connection, during which time the local port is unavailable for new connections; this prevents confusion due to delayed packets being delivered during subsequent connections. A connection can be "half-open", in which case one side has terminated its end, but the other has not. The side that has terminated can no longer send any data into the connection, but the other side can. The terminating side should continue reading the data until the other side terminates as well. It is also possible to terminate the connection by a 3-way handshake, when host A sends a FIN and host B replies with a FIN & ACK (merely combines 2 steps into one) and host A replies with an ACK. .......................................... So in both situations ACK and SYN packets must have big priority. And if your modem/router has the ability to set up TCP Timeout set it at 90 ms.....your console/server doesn't need to send FIN or RST packet to close the connection.... Your modem will "drop" this connection....so less packets travelling....less internal jitter. Think of that.... You shoot a person...you send a packet that a "bullet" leave from you (ACK)....server confirms to you with ACK/SYN that "really" you shoot a bullet....now your router must send a FIN packet to close this connection and after a ACK packet!!!! If your modem can drop these connections it doesn't needs to send packets...less traffic to your network and much easy to handle that. I hope i do not confuse you.
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