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Bert

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  1. Like
    Bert got a reaction from N3CR0 in BN: MW Net Code   
    I think 30% accuracy is actually really good.
     
    For reference I usually average around 20% and my 2.6 K/D friend is around 26% The best player that I know averages around 46% against bots but online your accuracy is always lower.
     
    As for Cronus Max, I have one so I can run my Logitech GT wheel on my PS4. And I have looked into these GPC scripts out of interests but they don't give that much advantage:
     
    -Aim assist mods: Nothing that a CM can do that I don't do, I always move so rotational assist kicks in. The way these work is that it simply lets your character move ever so slightly even when standing still.
     
    -Recoil mods. Simply program a little thingy that lets the CM control the stick. There is a little caveat here and those are your analog stick curves. CoD basicly has a 0.2 sec timedelay from where it ramps up from zero to your stick position. So that causes two things. The first is that if your recoil control kicks in it's not consistent. Ie the device doesn't know about this 0.2 sec ramp up time. That's why it doesn't always work so well, only for sustained firing. When you let go off the trigger and fire again this 0.2 sec kicks in again throwing you off target. Also you have to understand that while firing the game thinks you're moving the stick. So when you apply a manual correction with the stick, this 0.2 sec ramping up curve is not there and it's throwing you off and making aim inconsistent. There is another bunch of technical / programming reasons why this becomes inconsistent but I'll leave it at that.
     
    There is only two things that really work. One is rapid fire for burst weapons. Like the Deamon in BO4 can be made full auto. And the other is recoil control for slow firing weapons, below +/- 650 RPM. The way it works is that in the later CoD's, your recoil pattern resets if you let off the trigger. So instead of holding the trigger down, the program just cycles the trigger and that eliminates nearly all recoil on weapons like the KN-57 and Grav, Rampart etc in BO4 without messing with the analog values.
     
    Most of all this is very low level stuff and I think that good players don't actually play better with a CM. Most value of the device is in it's remapping functions. Like in BO4 you can let your character autosprint, then you simply set L3 to jump and R3 to slide and you have the same capabilities as a 200 dollar scuf controller.
  2. Like
    Bert got a reaction from N3CR0 in BN: MW Net Code   
    By the USB device you mean Cronus Max?
     
    Actually it does very little and you get extra input lag as bonus.
  3. Like
    Bert got a reaction from East in The tickrate debate   
    Do you have a business account with a regular ISP in your area or a actual 1:1 lease line? (These are different as you are still using the same backend as the rest of the users on the ISP network on a business account, just the SLA is different and more strict than a residential connection) 
     
    For a lease line they essentially dig a complete new cable to your place and you connect directly onto a backbone. And there is litterally no other users on your line, so no oversubscription. You can get a 10G line if your pockets are deep enough for example.

    I think that there is also other tricks going on sometimes, like joining games with very low skilled players to circumvent SBMM. I have noticed some YTers always magically leave the matchmaking out of their videos for example. Downside is that you would need to do this every game over.
     
  4. Like
    Bert got a reaction from East in The tickrate debate   
    There is no need for VPN etc there is much more advanced ways.
     
    First of all, most big youtubers use a private lease line instead of a commercial / residential ISP. That gives them a big leg up.
     
    VPN, bandwidth throttling etc.
     
    If you want to screw around with latency. Use a PC, add a second networking card. Connect your PS4 or Xbox to that and use the windows ICS option. Then on your PC use a program like SoftPerfect Connection Emulator (this works but is expensive) or Clumsy (free but more tooling required) and you can set your latency to the server independent on upload, download, traffic classes etc. For example with the first program you can set the extra latency to UDP traffic only. If you set that, ping google from the PC or whatever and it will show a nice 10ms, but play MW and all of a sudden you can have a 1000ms latency or whatever you set it to. These tools are actually banned by a lot of anti cheat software. For example I had a old copy of BO3 on my PC and Steam will detect the clumsy program and shut down the game. But obviously this will work if you run a console through a PC. And for the record I consider this cheating.
     
    With the above you just set the PC in your geofilter as you would normally do with your console. And it works flawlessly. For port forwarding, you need to port forward from your router to your PC and on your PC forward to the console to get open NAT.
     
    With the above I was able to in fact establish that the latency measurement in MW is done through UDP somehow. When I set extra lag on UDP traffic the latency meter in game shoots up straight away but the other traffic and the latency meter on DumaOS is not affected.
     
     
  5. Like
    Bert got a reaction from bagsta69 in The tickrate debate   
    Do you have a business account with a regular ISP in your area or a actual 1:1 lease line? (These are different as you are still using the same backend as the rest of the users on the ISP network on a business account, just the SLA is different and more strict than a residential connection) 
     
    For a lease line they essentially dig a complete new cable to your place and you connect directly onto a backbone. And there is litterally no other users on your line, so no oversubscription. You can get a 10G line if your pockets are deep enough for example.

    I think that there is also other tricks going on sometimes, like joining games with very low skilled players to circumvent SBMM. I have noticed some YTers always magically leave the matchmaking out of their videos for example. Downside is that you would need to do this every game over.
     
  6. Like
    Bert got a reaction from purpleandgold33 in So Many Variables!!!   
    You will never get this totally right.
    A Netduma router or any other router with QoS can only control traffic outgoing at your own network and there is stops. Netduma/DumaOS also have the option to use a geofilter to limit connections, that's where you get the major advantage over other brands.

    First of all, there is no dedicated servers in CoD in true sense of the word. A true dedicated server is an actual physical server dedicated to running the hosting software and has it's own internet connection.  What we call dedicated servers in CoD is a program running in a cloud, this cloud has multiple access nodes  which all have their own traffic load, and the cloud itself is running numerous other programs requiring internet bandwidth and prioritization levels. So performance of the hosting/server program is reliant on total usage of the cloud it's running in and total bandwidth usage of the cloud. If you have ever seen a complex like this, my place in Europe is close to a Microsoft datacenter, and the place is massive. You're easily talking over 10 football fields long and wide, having over 25 warehouse sized buildings containing their serverpark. So you can imagine it doesn't get it's internet through a single UTP cable, there is multiple fiberoptic backbones coming in. It has actually happened that I was connected to the same server complex. DumaOS showed 41ms ping. Game finishes, next game loads, I am playing on another uplink on the same servercomplex and ping read 33ms. So we can already see that their servers themselves are inconsistent.

    Before I continue, this is a good basis read:
    http://denkirson.proboards.com/thread/5972/networking-lag-compensation-hit-detection
    I think it's posted here before but it's a good foundation as to why there is issues and what is this terrible lag comp people on the internet talk about.

    Traffic coming from your router doesn't go straight to the server, but first has to cross your ISP's network. From there it goes on one or more backbones owned by a third party. From there, it usually gets connected up to a internet exchange, a place where these backbones meet and a lot of high end serverparks have a very close connection to these places, or are directly plugged in. On every segment, the owner of the network sets his own traffic shaping and prioritization ques.

    One of the largest Internet Exchanges in Europe is AMS-IX. For reference you can see how much traffic they process: https://stats.ams-ix.net/index.html What is funny here is that you can see exactly what peak time is for internet usage and peak load on the backbones and the network.

    Beginning at your ISP. Your ISP is usually oversubscribed factor 100 to factor 500. They expect their customers to use their internet in bursts so they can sell the same bandwidth multiple times if you want to call it that. Or another way of putting it. I live in a town with about 50.000 households covered by my ISP. I have 300/300 bandwidth. So if everybody had that and fired up their speedtest website, the ISP has to have 15Tb of bandwidth to my town alone, that's simply not happening. As you can see in the link above, the actual AMS-IX roughly has a 6 Tb/s throughput. 

    Since they don't have this amount of bandwidth, the ISP has to deal with bandwidth management and they do this by something called traffic shaping. They have multiple traffic ques for different types of traffic, each having their own priority level. My ISP in Europe for example, they offer free VOIP between customers. You don't want this to be laggy, so this will be prioritized highest. Furthermore, the ISP's believe that a regular customer will simply spend most time downloading stuff, surfing the internet and watch streaming content etc. Their traffic shaping algorithms are optimized towards that. You can tell simply by the fact that download is much higher than upload on most residential connections. So while traffic is filling their traffic ques, the shaping algorithm decides what to send out and what to buffer. When the buffer is full, traffic simply gets dropped (the idea behind bufferbloat as often discussed on these forums)

    Gaming traffic is UDP traffic. And generally is just one way traffic. One reason why a ISP likes to put UDP traffic in the very lowest priority que, is that when a packet is dropped it is simply ignored after, the sender simply sends the next packet. TCP on the other hand, sends a packet, awaits confirmation from the receiver and then sends the next. So if the original sender doesn't get this confirmation, it will simply resend the packet. This is why network operators choose to drop or delay UDP traffic. Once it's gone it's gone. TCP traffic will be resend over and over and if there is any sort of congestion issue dropping TCP packets will simply make this worse. 

    Also, since different traffic has different priorities, you have to look at how ping is calculated in game or by a website etc. Is it physically sending a ICMP request, or does it do what sites like DSL reports do, send a HTTP get request and time how long it takes to get an answer? These things are all different. Point being here is that while you can have a great ping in game, it's a different traffic class than UDP gaming traffic. So while your ping might look great, your gaming traffic can be lagging all over the place since this is qued and buffered differently. 
    When your traffic arrives at the backbone, largely the same thing will happen, your traffic is prioritized and gaming traffic is once again in the lowest tier. Every hop to the server will have it's own traffic ques and traffic shaping schemes. All the way up to the server complex.

    So this lag comp people speak of? Following the above. Latency for UDP traffic can be very different than ping suggests but can also be more unstable due to buffering etc. What is more annoying, is that it can also be asymmetric. Since most ISP's provide asymmetrical connections, their traffic shaping model across their network will follow a similar model. What's happening when the famous "Lag comp is against me" occurs? Your real-time UDP latency on download is higher than on your upload to the server. If you have read the article about lag compensation at the start, it will be obvious by now. When this occurs, your traffic reaches the server faster than you are gettig the gamestate updates from the server. And thus you will appear at your enemies screen before they appear on yours. And they seem to shoot you in a nanosecond. Some players try to influence this by clogging their upload on purpose, so they delay upload to the server. 

    Fine example of exactly this happening to me a few days ago:
    You can see he was clearly not on the screen when I was taking damage.

    This mainly why you get a different feel for the connection every time you play, or even from game to game or half way the game. You can control your own network, but next to you and the host, there is at least 3 other different parties involved who have a influence on the quality of your traffic. It makes me chuckle when some Youtuber connects up router A and afterwards router B and decides on feel that one or the other is better because he had a slightly faster hit detection in one of the games.

    Also, when you are setting up your network, and follow the directions for setting up anti-bufferbloat, you're simulating a fully loaded internet connection. Most of the time when playing, this is not the case. When I play CoD and I have my DumaOS screen open, I generally have a traffic load of 0.5 Mb/s on a 300/300 Mb/s connection. Bufferbloat is absolutely not going to be an issue no matter what you set the sliders to. 

    When is all this important? QoS and anti bufferbloat is simply important if you have a low upload connection, or better said low compared to your usage. On a connection with 10/20 Mb/s upload, a phone simply syncing can already congest your network. This is where you need to have your bufferbloat and QoS set up right. If you are using a 1000/1000 Mb/s connection this is of very little interest. QoS will do very little for you here. You read about people complaining that they are using 1000/1000 Mb/s internet and still have a crappy game. Thats simply because traffic coming from their network is simply still affected by traffic shaping between their ISP, backbone and server and this is not any different than any other connection.

    Geofilter is the prime functionality for R1 and DumaOS routers for me. It simply makes sure that you are connected to the closest server. I measured ping across Europe. To Amsterdam I get 8ms, to Italy 28ms. If you were to have a game that was truly having 28ms latency, it would be perfectly playable. It's only that from Amsterdam to Italy, there is so many extra hops in the traffic route that the chance of you meeting over congestion is exponentially growing. As geofiltering limits your matchmaking, you have to find a balance here between connectivity and quality. Typically in Europe I have Amsterdam, Frankfurt and London in my filter giving 8-15ms ping. Paris for some odd reason gives 25ms and always has a lower game quality. 

    I have friends that use R1 routers and mess about with the sliders every day and they can never get it right either. That's because it's impossible to get it right and it's all pissing in the wind. If you have a setting that gives you a clean line without bufferbloat, then you did all you can do and the rest is simply out of your hands.

    Other settings? DNS, MTU? Is all BS. Set it to what your provider defaults and done. It's all snake oil. I swapped my XR500 for my R1 once to do some testing, forgot to update the connection setting in the PS4 and it was pointing to a non functional DNS adress. And the game ran fine. I only found out because I went to upload a video afterwards and it was coming up with DNS errors. So conclusion here is also it doesn't matter which DNS you use.
  7. Like
    Bert got a reaction from ColonicBoom in MarkofJ's MW review... He makes ALOT of good points!   
    No it's made for SBMM and other BS. That's why you will never get a serverbrowser.
  8. Like
    Bert got a reaction from ColonicBoom in MarkofJ's MW review... He makes ALOT of good points!   
    You're never ever going to get a server browser simply because they want you to go by their matchmaking algorithm.
  9. Like
    Bert got a reaction from Zippy in Tick rate all over the place   
    Exactly that.
     
    On the R1 everything like wifi is outdated but it's geofiltering ability is still very usable.
     
    You can run a different form of QoS if you want and still use R1 for the geofilter. Just turn off QoS and set the sliders to 100% or even just set 1000/1000 mbps speeds.
     
    Also there is instances where a standalong R1 just doesn't work, like if you need a PPPoE connection. I have done the above and there is no performance difference when compared to my XR500 in standalone.
     
    There is something different between the 2 as well when it comes to packet processing. On my XR500 my PS4 Pro will show a download speed of 150-250mbit and a very low upload of 10 mbit. For some reason when I use ISP router + R1 in it's place it returns a stable 60/60. I am not convinced the standalone XR500 is better but it's hard to test this without falling into the placebo trap.
  10. Like
    Bert got a reaction from AI_EXREYFOX in OPENWRT and XR5OO (only for geo-filter)   
    To be honest I think it needs setting up in the same way a normal 2 router configuration gets set up.
     
    So basically you have 
    ONT -> 3200 ACM -> XR500.
     
    Now you can do it several ways.
     
    First of all, put the XR500 in DMZ on your 3200ACM.
     
    Then, on 3200ACM enable QoS with Cake. Set the bandwidth limits to about 80-85%.
     
    On XR500 totally disable bandwidth control and QoS, and simply run only geofilter.
     
    Now you can choose to do with the rest. In this setup I would use your XR500 just for Playststion or console and have the rest connected to the 3200ACM since that controls QoS anyway. It's a bit of a waste of features of the XR500 to be honest, you could simply do with a R1 instead. 
  11. Like
    Bert got a reaction from East in What to do with lag compensation MW   
    Groundwar servers run 30Hz as opposed to 60Hz.
     
    But I don't like groundwar in general, you spend too much time walking in the middle of nowhere, get killed by some BS or a roof camper and do it all over again.
  12. Like
    Bert got a reaction from bagsta69 in Tick rate all over the place   
    I can't tell you this 100% accurate since I am not a dev but I think it has to do with your internet connection. With a 60Hz tickrate, packets are spaced 16.6ms apart. If for some reason there is congestion or other BS on the line the meter will keep jumping all over the place, ie sometimes you recieve 2 packets 8ms apart and then wait 32ms, it will jump from 120hz to 30 hz and so on. I don't know what it exactly counts and how it determines this as it was also found by battle nonsense that the packets are so big sometimes it causes packet fragmentation, it can easily count this as 2 packets etc. And there is the issue of sample rate in DumaOS since the spacing is so narrow and it's updating only once a sec.
     
    Some clarification on the side of the devs would be nice.
     
    I get the cleanest connection when it's just reading steady 60/60 all the time.
     
  13. Like
    Bert got a reaction from dionysus in EU server keeps getting pinged no matter my settings   
    If you have 20-35ms ping to a server your server is located in USA, no way you would get that ping to a EU server.
  14. Like
    Bert reacted to Netduma Fraser in Lag comp has totally cripple my game as a decent player   
    We don't have any tips on this, it's simply to report what the game is doing and we haven't gone further into discovering if there is any way to force it to stay at a certain level. I'm not sure there is personally, though others on the forum would disagree.
  15. Like
    Bert got a reaction from boroade1986 in 120hz or 60hz   
    Depends on your monitor and what you are comfortable with.
     
    Some monitors or TV's etc have more input lag on 1440P and 4K than on 1080P.
     
    But on the other hand if you use a 1440P monitor, then you have the issue that 1080P doesn't really look good on a 1440P screen, due to the ratio beeing 1,5:1, so essentially you are trying to display 2 pixels on 3 pixels on screen, and your image quality will be severely degraded.
     
    There is no benefit in playing on 120Hz unless the Xbox can render the game on 120 FPS, but I am a PS4 player so I don't know about that.
  16. Like
    Bert got a reaction from Zippy in Please read this everyone now for cod mw2019   
    I don't remember the specifics but they were very high numbers (30000 etc), shame I didn't save the logs.
     
    They seemed randomized, I wasn't getting the same between games.
     
    I am on PS4. Basicly I just attached a USB network card to my PC and shared the connection to my PS4, and port forwarded 3074 to the PS4. This causes the netduma to not see your console, but geofilter still works when you call your PC a console and just put that into the geofilter.
     
    I'll have a try later and see if I can capture some. 
  17. Like
    Bert got a reaction from Zippy in Please read this everyone now for cod mw2019   
    I read back through the earier discussion.
     
    I was testing with wireshark myself this week and noticed that game traffic didn't seem to utilize port 3074 UDP anymore in COD MW. So I switched to the generic setting for now.
  18. Like
    Bert got a reaction from N3CR0 in Original fw   
    You can downgrade to the latest old FW, simply download the file and use it in the DumaOS FW upgrade section.
     
    It won't show tickrates on the old FW.
  19. Thanks
    Bert got a reaction from Mobel in Best gun classes for Cod MW (attachments, perks)   
    MP5
    -Monolith supressor (this type because of range increase)
    -10mm mags (3 shot up close instead of 4)
    -Light barrel (better ADS)
    -Forge Tac ultrealight stock (better strafing)
    -Commando foregrip (recoil)
     
    Stopping power
    EOD
    Ghost
    Tune up
     
    I haven't fully levelled it up yet. 
     
     
    I am having a hard time deciding between attachments especially the recoil ones.
    +Recoil stabilisation
    +Recoil control 
    +Aiming Stability
     
    Like what the f&^k is what LOL.
     
  20. Thanks
    Bert got a reaction from Mobel in Best gun classes for Cod MW (attachments, perks)   
    Two more for M4A1.
     
    Long range, my M16A4 pattern:
    M16 stock
    Corvus barrel
    Rubber grip tape
    Ranger foregrip
    VLK 3x optic.
     
    Absolutely melts at long ranges, but a little slow handling.
     
    M4 Rushing:
    Forge TAC QCS stock
    FFS 11.5" Barrel
    Muzzle compensator
    Commando foregrip
    Stippled grip tape.
     
    You can switch the stock with the 5mw laser for a bit faster SOT, but I find that the stock actually makes ADS a good bit faster so I keep that on. And I don't like the laser visibility.
  21. Thanks
    Bert got a reaction from Mobel in Modern Warfare Kill Confirmed 35-5   
    My settings are nothing special really.
     
    300/300 connection
    Singapore server, 33-42ms ping depening on which uplink
    MTU 1492 (set because of PPPoE connection, in any other case 1500 would be fine)
    PS4 and PC connected via LAN, wifi disabled. 50/50 share excess enabled.
    80% on sliders
    Manual QoS on PS4, UDP source port 3074 - destination 1024-65535 
     
    Crossplay turned off (I had it on but I am getting tired of mouse players with that wank shotgun)
  22. Like
    Bert got a reaction from bagsta69 in What to do with lag compensation MW   
    Groundwar servers run 30Hz as opposed to 60Hz.
     
    But I don't like groundwar in general, you spend too much time walking in the middle of nowhere, get killed by some BS or a roof camper and do it all over again.
  23. Like
    Bert got a reaction from N3CR0 in MarkofJ's MW review... He makes ALOT of good points!   
    You're never ever going to get a server browser simply because they want you to go by their matchmaking algorithm.
  24. Like
    Bert got a reaction from RiotControll in MarkofJ's MW review... He makes ALOT of good points!   
    That will never change.
     
    The landscape in videogames has simply changed, the key point nowadays is player retention. It's all about keeping players onboard.
     
    There is loads of issues I have with the game, to name a few:
    -Large maze maps (biggest issue)
    -Lack of maps. Nice that they have 2v2 6v6 10v10 and 32v32, but if you want to play classic 6v6 there is just a few maps.
    -The maps also make the game modes not flow well. 
    -Enemies are invisible most of the time.
    -They are hiding parties pre game lobby
    -footsteps
    -Scoreboards in TDM and DOM
    -Weapons and weapon balance. Gunsmith is cool but you are too much at a disadvantage if you try to level up anything else than a M4 or some SMGs. The best attachments for rushing are all high unlocks slowing down the gameplay even further. When you do have them though, it's very viable.
     
     
    The game is now what 7 days old? I was searching for a game last night at 4am and could only find 2 lobbies. While it is an akward time I have never seen that for a CoD title. I think that the leaks about big changes that are coming might be true as this is a bad sign IMHO.
     
  25. Like
    Bert got a reaction from Netduma Alex in Lag comp has totally cripple my game as a decent player   
    That 120Hz on XBox is in relation to display refresh rate.
     
    That has absolutely nothing to do with server tickrate. That can be whatever they set it to.
     
    Infinity Ward's last game for example had 20Hz server tickrate and 100Hz client tickrate.
     
    What this essentially means is the amount of game state updates the client and game are sending. You can't magically double that.
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