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Bert

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About Bert

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  • DumaOS Routers Owned
    Netduma R1
    XR500

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  1. Can be in the ISP network. ICMP ping and UDP gaming don't carry the same priority level. Generally when a part of the connection to the server suffers high load or or overcongestion, the first thing a ISP will do is start dumping UDP packets. That is because UDP is a one way stream and doesn't get resend. In TCP the sender needs a ACK packet otherwise it will keep on sending the same packet over and over. So they drop UDP first since dropping TCP will only lead to more overcongestion.
  2. Doesn't need to be, it can also be in the line. DumaOS simply counts the packets and measures the tickrate. For a 60Hz server, the packets are 16.6ms spaced apart. When you hook up your playstation to a windows PC via a second LAN connection and use wireshark, you will see that the timing is often off as a result of crappy performance by the ISP or somewhere along the line to the server. If the packets are not following this 16ms interval it will jump between tickrates. I have seen that on DumaOS in any case. Both on .40 and .56 This bandwidth test in CoD means almost nothing as its a temporary test for your upload bandwidth which is capped at a certain number. Ie I always sit at 4123 kbps no matter what I do. I have noticed something else though and that is that a console speedtest will react different to different routers and ISP. If I do a speedtest on my R1 from my PS4 in the PS4 menu it will show 60 up and 60 down even hooked up to a 300/300 connection (DHCP mode as a 2nd router in DMZ, 340/340 on a PC test) Replace the R1 with a XR500 and I will get something between like 250 up and 70 down and 70 up 50 down. Since the PS4 speedtest is so short it's entirely possible that either some elements of the router ie DPI or certain other aspects of the ISP network mess with this. There is a multitude of things that can influence this all though. Some broadband providers work with something called bursting where it speeds up the transfer for the first bit and it slows after. The reason they do this is that loading webpages etc feels more responsive, so say you have a 500mbit connection it also feels like 500mbit. Only on larger filetransfers you would see a dropoff when it's busy on their network or on the side of the server where you download from. Other than that there is other forms of traffic shaping beeing applied.
  3. R1 with DumaOS doesn't do VLAN tagging as far as I know, unless it was added recently (I have to go to old FW to use it) PPPoE on R1 doesn't work well either though, it's hugely restrictive in terms of bandwidth. I have never really encountered QoS issues with it but I had it hooked up to a 200 mbit line where it maxed out at 50-55 Mbit on PPPoE on old FW, and even less on DumaOS. You're better off putting it in another router's DMZ if you want to use it with that setup. Doesn't need to be a fancy thing, even a $60 Edgerouter X or something will do, or your ISP's own equipment as long as it handles the PPPoE details etc.
  4. 500 mbit download is no issue you could probably do without QoS and Anti bufferbloat. But only 15 mbit upload is definitely an issue. It doesn't take a whole lot of traffic to cause lag in games and QoS is definitly a handy feature here.
  5. Cat 8 ethernet cable doesnt matter. With 5E you're good for 1Gbit at shorter distances and 6 and higher will support 1G long distance and 10G. It doesn't matter for gaming if you're using 5E or 7 unless you have a 10G connection. Higher supported frequency's in cables are not used as the ports between your devices will auto negotiate it's transferspeed.
  6. Even in enterprise gear, 10G NICs for workstations are not common. 10G is mostly used for switch to switch trunking connections so you effectively build your own backbone in your network. And 10G NIC's for hooking up servers etc. 10G switches are used here as well. Your router, servers etc connect to the 10G switch and the switches for your workstations are usually 1Gbit with 10G SFP+ for trunking. For example where I work all workstations are hooked up with a 1Gbit connection but all the switches are interconnected with fiberoptic cables. Not only CPU power is an issue for 10G connections but most harddrives etc would not be able to support it either. AT 10G you can download faster than a conventional drive can write. Even SATA SSD's can't keep up, you would need a M.2 NVMe SSD to keep up with that.
  7. Basicly: R1 will do as long as you don't need wifi features or you don't need PPPoE and your bandwidth is limited to a few hundred Mbps. For better wifi, and PPPoE support etc XR500 is the better option.
  8. I like Scuf domed sticks but they wear like crazy. For KF it will matter a lot what shape they have obviously.
  9. XR500 is a bit better than the XR300 but it depends heavily on your usage. If you use a lot of wifi, XR500 is better, if not and you use all wired you will most likely not see much benefit. The speed problem you have has to be a software of configuration issue as both WAN and LAN ports on that router is 1Gbit, or an issue with other parts of your setup. For reference though, have a look in your settings if all is right. Go settings > monitoring > statistics and look at your LAN connection. It should say 1000M/Full. If it says 100M/Full then that's your issue. You might need to try another ethernet cable or redo the connections. Some routers can be sensitive to the type of cable. I had one cable with a bit of damage once, on my ISP router it would drop to 10M/Full, on my XR500 it would drop to 100M/full. After cutting off 10cm and redoing the connector it went to 1000M/Full. These speeds get negotiated on signal strength as far as I am aware so that's why it can vary between devices. I just noticed while looking that up that my PS4 on XR500 drops to 100M/Full in rest mode, as soon as it wakes up it goes to 1000M/Full. So it might be a software glitch but I would investigate the physical cable first. Cable needs to be Cat 5E or higher for 1Gbps. The reason I suspect the cable is because usually when it tops out around 100 it's an issue with that. 100M needs 2 twisted pairs and 1000M needs all 4 twisted pairs. If there is an issue with one it will drop to 100M.
  10. Bert

    Auto ping

    Not really, but there can be a variety of issues. Either it's bufferbloat on your end, set the sliders lower in that case. And make sure you have QoS enabled. But it can also be on their end. I had that during the MW beta a lot. You can confirm this by running a pingplotter test, run it against the CoD server and see what happens, then run it against something else like cloudflare (1.1.1.1) or Google (8.8.8.8)
  11. That depends on what your usage is. If you get bufferbloat in your daily usage you should use them. I set them to 80% usually anyway with "only when priority traffic is detected" even altough I don't need them that much.
  12. If you live in Greece the closest server is probably Italy. But that may still give you bad ping due to the routing. Try getting on that. If it doesn't detect it, try it using ping assist and keep raising the value.
  13. Nothing wrong with playing on 40ms. Especially if that is measured in game since that usually reads a lot higher than what you measure on DumaOS. DD-WRT should support FQ_Codel QoS, make sure that is on in your router though.
  14. Not even throttling but there is instances where the lagger can gain the advantage simply due to in game mechanics. If I play at 150ms and you at 4ms. Assume the game has approx. 50ms interpolation lag for 60Hz servers. We are playing on Freqency. You run through the middle, I camp one of the hallways on either side of the map. As soon as I come out of cover and aim and shoot at you, this needs to be put in an update by my console, 0-16ms, send to the server, which takes 75ms, they need to process it in the master gamestate, which takes 0-16ms in theory (time between 1 update) then it gets send to your console, which takes 2ms. Then this gets processed by your client, 50-83ms interpolation lag (time between updates and frame rounding. in the best case it takes 127ms for me to be visible on your screen, worst case it will take 192ms. Average, 160ms. If I use a gun that kills in 300 ms I can have killed you before you finished raising your gun. Also in the above example, in CoD damage is dealt directly, so there is no interpolation delay, but there is a delay for it going in the update to the server, 0-16ms. So actually you would receive damage after just 0+75+0+2 = 77ms best case, or 16 (update rate)+75+16+2+32(frame rounding) = 141ms. So you can actually start recieving damage or be instakilled before I even appear on your screen fully. Also, my shots lag but register at the server after 75ms best or 107ms worst case scenario. What a lot of people forget that with high latency connections, that it gives the lagger a window to shoot at you without having flinch, because you can't shoot back yet. Where it hurts him is that hitmarkers will come at a delay. If situation above was reversed. You would come out of cover and this would be visible to me after 2+0+75+50 = 127ms best case or 16+2+16+75+83 = 192ms. Same numbers. But you fire and your shots hit at the server in 2ms best or 18ms worst case scenario. So I would already be dead at the server before I even see you moving. Now 2 players that both have 4ms to the server: Best case for coming out of cover: 0+2+0+2+50 = 54ms Worst case for coming out of cover 16+2+16+83 = 117ms Average, 85ms delay. You you see, it's not just your ping, but the other guy's ping plays a big role in the gunfight. And this is assuming clean connections which is usually not the case in a online environment. And a server that is not limited by CPU cycles etc etc. If you do the math for LAN with no latency then you will see that it's still not 100% fair. In reality. Most of the times latency is not symmetrical. And game updates are not recieved in exact 16ms intervals etc. Server can be at max capacity. It can go on forever. Low ping just means that you have the lowest possible path to the server. Less hops in between so the least chance of something going wrong. You have the advantage when coming out of cover and in straight up fights. But there is times where you are disadvantaged.
  15. It's an overpriced piece of gear in a fancy case if you ask me. Most people are better off buying a regular 1Gbit managed switch as it will perform the same functions. I don't really buy into the part where it says lower latency switching for gaming and even if it did 0.5ms isn't going to matter. For XR700 owners you'd be better off buying the SX10 and utilizing the 10G SFP connections. Or just buy another switch and using the 10G connection. But for most users this is probably overkill. As for QoS, I feel that if you set the uplink port to critical priority, it won't do anything as it will simply prioritize all your traffic coming in over the uplink port. The only thing you can realistically QoS is the upload from individual devices. Actually I think Netgear also states this in the documentation, QoS is primarily there for upload and QoS on incoming traffic is best left to your provider, or in case of a router like R1 / XR, simply leave it to your router. I would only recommend this device if you are stuck with a ISP router or a common connection and want QoS somehow but even that can probably be done on a regular managed switch. Also this method is very rough since wifi falls outside of your QoS if you attach one to a router that doesn't support QoS. It makes sense in the setup that PharmDawgg is running since he's connecting his NAS to it and using aggregation to the XR700 frees up a bunch of bandwith. If you connect your non gaming stuff directly to the XR700 and access the NAS it will hog the bandwith between the switch and the router when accessing the NAS interfering with your gaming traffic. I would actually connect the NAS straight to the router instead in that case, same with the X1X. If that is possible due to placement offcourse.
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