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About Bert

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  • DumaOS Routers Owned
    Netduma R1

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  1. Not really a whole lot of techincal issues they fixed, like QoS not working with VLAN tagging.
  2. Doesn't make a difference if you just use it as a gaming router. There is only some situations where the XR500 has the upper hand: 1. When you need PPPoE / VLan tagging 2. When you have a lot of wifi devices and use QoS on them. 3. When you have a lot of bandwidth available over 400ish Mbps and you use it so heavily that you need to use QoS. The wifi is much better on the XR500 but if budget is an issue, this is easily solved by simply buying a Wifi AP and using that with the R1. Before I had a XR500 I used the R1 and had one of my old ISP routers configured as AP and that worked just fine. Not supporting 5GHz wifi is one of the R1's biggest drawbacks IMHO. On my XR500 in Asia I generally have my wifi turned off and only have a PC and PS4 connected wired and both the XR500 and R1 perform identical. The only thing is that I need a PPPoE setup and that's why my XR500 stays, otherwise I would have left the R1 in there and let my XR500 run my home wifi net. If I wanted to use the R1 there I could simply get a Edgerouter and run my R1 behind that though so loads of options. Your games won't run better on a XR500 assuming you're wired but it simply does everything else better.
  3. The thing is just that the ISP can't always help it. I am in the Netherlands at the moment playing on my 250/25 cable connection and normally I connect to Vultr in Amsterdam. Today though I had a unknown host designated as peer. Turns out this is Internap cloud services in Amsterdam. I had some ping spikes and I ran a pingplotter log out of curiosity. As you can see on the picture, the actual bufferbloat occurs on the Internap Corporation network. Also there is another carrier between my ISP and Internap and that is Cogentco. When I connect to Choopa/Vultr that is not there. Instead its ISP -> NTT -> Vultr. So a 2 different game servers in the same city with a totally different routing. Some ISP's might specialize in low latency for gaming but if the backbone that they use has one bad hop it can already screw you over.
  4. Add a router before that that does Vlan and PPPoE setup. And put XR500 in dmz. I have the same with one of my XR500's but depending on your bandwidth you might not need QoS. For me it doesn;t make much difference. You can see in your own pic that there is hardly any traffic going on while gaming so really there is not much to do for QoS.
  5. If you connect straight from the ONT into your XR500 and use PPPoE and Vlan tagging, QoS doesn't work on upload. It's Vlan tagging that is the issue. It's a known bug.
  6. If you keep QoS active it will most likely not work for you as the router just dumps the other traffic. It really depends on the setup. Also when it works you need to adjust your playstyle it only works for very agressive players. You have to remember that if the other guy is around the corner first it works in your disadvantage. Try turning QoS off and running a big upload. There is more advanced ways of doing it involving a PC with shared connection but I considder it cheating so I'll leave it at that.
  7. What they do is run their upload bandwidth so low, ie 256kb/s essentially creating their own bufferbloat upstream. This way you receive game packets just fine but outgoing is held up by your router or other device used for throttling. So in other words the server updates you, but you update the server at a delay so when you are rushing around you can see the other players but they are not able to see you just yet. This also happens when a low upload connection starts streaming to Twitch etc.
  8. You have to see if they use their own network or not. In some places it's not uncommon that ISP's simply rent the infrastructure and share it with all the other ISP's. So you log into the ISP's network but they simply all have access nodes on the same fiber network. In that case ISP's performance will not be significantly different. A friend of mine in London had a great ping to the server, 7ms. But his game played like he was at 1 bar all the time, probably because of traffic congestion. He changed ISP's and guess what, they plugged in the same network and it was the same for him. And take marketing with a bit of salt. That link for IDnet states for example: "We guarantee NO contention, NO throttling, NO traffic shaping and NO port blocking across our network." There is a few things in there that is not really possible LOL.
  9. It most likely will use the same servers. On the servers I usually play on, Japan for example have the same ID's as they had in WW2.
  10. You can't control traffic congestion between you and the server, or their serverload and traffic at the server uplink. The server is no actual server but a cloud running many other application and many users are using it. That is where lag comes from most of the time. Even if your ping shows perfectly stable you can still be lagging. Because your ping request goes trough fine but UDP is beeing buffered or dropped. Plus CoD games by nature have a bit of desync due to interpolation lag. High ping players make it worse. Players that have only a bad upload connection as in low bandwidth often have a advantage themselves but you end up on the short stick of that. You have certain players also fooling around with their connection to replicate this, choke their upstream bandwidth etc. Some twich streamer was in my lobby the other day, melting everybody and he was the only one actually beeing able the kill me. Send him a message politely asking him to turn off his stream or fix his upload on connection as his UL/DL latency were clearly out of sync LOL.
  11. But that is QoS on downstream correct?
  12. Are you sure it's peer? Sometimes servers are misrepresented in DumaOS. Choopa.net for example is a dedicated server, choopa.net is a provider.
  13. You might have to turn on uPNP on the R1, or make a manual rule to forward port 3074 on your R1. Setting the R1 in DMZ on your linksys router forwards to the R1 but you have double NAT in this case so you will also need to set upnp/dmz/port forwarding on the R1.
  14. Probably you will just get a high ping playing from Korea, depending on your connection. From Thailand I used to have 120-130 on VDSL and I get about 100-107 on fiber. That is with one of the best internet providers. Some others here will also show even above 150-200ms because their routing is not good. Last year on WW2 we used the R1's geofilter to seek out p2p games across Asia because the Japanese server is so shitty. Basicly their international network is severely overcongested especially end of afternoon and evening hours. While Tokyo has had major upgrades to it's fiber network. So you struggle on a crappy connection having several hundreds of ms actual delay while your enemies live next to the server with 5ms latency LOL. We actually found out that 100-150ms p2p hosts played better and than the Tokyo server LOL. That server with fd9de at the end is Tokyo dedicated server and that's the one where you connect to the most. Try the Singapore server instead? Japanese server is unplayable most of the time anyway due to their network structure if you don't live in Japan. CoD I general is not good in Asia, whatever host or server you pick is full of 200ms lagmasters and half of them is playing with modded controllers and mouse and keyboard. Also when we were trying to find p2p games in Asia, I just set my geofilter over all of Asia and just excluding Japan. You can do that by moving your home somewhere over the Indian Ocean and just make sure the circle doesn't go over the Tokyo server. Also with a ping assist of 30-40ms you won't find may games. If you wan't to pursue that strategy, make your geofilter circle smaller ie 1000km and set ping assist to something like 100 or 150ms. You just won't get connections in Asia like you get in Europe. Also according to my reading when I do connect to it every once in a while if SG is empty and I need some challenge done, the server in Japan is still running 30Hz tickrate.
  15. The issue with QoS in this way is that it's very hard to control whats coming in from the internet. Ie Firestick and whatever game you are playing on the Xbox compete with eachother for traffic but Firestick is likely already having priority upstream at your ISP. TCP by nature tries to fill as much bandwidth as it can, it's auto negotiating. You mention that it occurs in spikes. Whenever I watch youtube and Netflix and watch the traffic monitor then I see that it's not a constant stream, but the datapackets are recieved in bursts. I am not so sure on how accurate the DumaOS network monitor is since it takes a sample every 1-0,5 sec or so. Peak load might actually be higher than you think. Something you could try is disabling share excess on download and simply giving the Firestick enough download so the sending speed from the host is regulated down, so it sends more but shorter bursts. In this case wifi is beeing used, but in larger home networks that have switches installed it's sometimes handy to set a port rate limit and then you can leave the DumaOS setting on share excess. Sidequestion here is how does the Games console setting achieve two way QoS? As far as I understand QoS: On download source is coming from the server and destination is towards your home device On upload source is coming from the home device and destination is towards the server. So I have added a manual config where I prioritize UDP 3074 as source and 1024-65535 as destination (CoD game traffic is UDP port 3074) But I can't add source 1024-65535 at the same time. Ie I can manually QoS upstream but not downstream at the same time, and vice versa. But the automatic algorithm can do this?
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