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Piplowe

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  • Content Count

    19
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About Piplowe

  • Rank
    Apprentice
  • Birthday 09/19/1975

Basic Info

  • Gender
    Male
  • Location
    United Kingdom
  • DumaOS Routers Owned
    XR300

Gaming

  • Gamer Type
    Console Gamer
  • Favourite Genres
    Shooters
  • Connection Speed
    101-150mbps

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  1. Hi I've noticed the XR300 is now starting to show End of life, discontinued or out of stock with the online retailers. What does this mean for DumaOS 3 support, is this likely to be dropped ? Might look at the R2 to replace it? And what is the lead time on the pre orders ?
  2. Hi, I'm just taking a look at my fluctuating send and receive rates in games of Warzone. I expect the receive rate will always be higher but what do other people see / range ? Do most people experience a jagged graph or a generally a straight line for both ? The rates below are from two games of plunder. I see spikes on the graph up to 600 Kbps on the receive rate when there is a gun fight In the plane before jumping Game1 Ping 28 ms Send Rate 73 Kbps Receive Rate 85 Kbps Game2 Ping 11 ms Send Rate 77 Kbps Receive Rate 106 Kbps Stood Still Game 1 Ping 28 ms Send Rate 60 Kbps Receive Rate 298 Kbps Game 2 Ping 12 ms Send Rate 59 Kbps Receive Rate 264 Kbps Driving Quad Game1 Ping 28 ms Send Rate 142 Kbps Receive Rate 368 Kbps Game 2 Ping 11 ms Send Rate 145 Kbps Receive Rate 349 Kbps Waiting to redploy (Plunder) Game 1 Ping 28 ms Send Rate 56 Kbps Receive Rate 254 Kbps Game 2 Ping 12 ms Send Rate 86 Kbps Receive Rate 282 Kbps Ping 28 ms Send Rate 60 Kbps Receive Rate 298 Kbps
  3. Yeah I know the feeling, having low ping means nothing. Poor hit detection, slow movement in game and frame rate jumps all over the place. Tried loads with the netduma and OpenWRT, Forcing to Italy to get a ping of around 90ms in game is hit and miss Forcing to US has the same effect. Tried using NETEM with open wrt to induce 20-50ms ping on my connection and it still didn't have an impact. It's mental that you have to try and tweak every little setting to try and get the game to play well. You see other gameplay on you tube and you can just see the difference in how the game plays. The DSLAM and ISP also has a lot of influence from retransmission to interleaving. Does anyone know if the ping for the datacentres are true ICMP or TCP ?
  4. Hi Liam, Yes I'm getting an open NAT type. It's from the logs in the XR300 System information.
  5. Hi All, A Quick NAT questions. My XR300 is in the SKY Router DMZ and the PS5 is in the XR300 DMZ should the incoming ports not map to the same port ? see below eg. 65530 is going to 59534 Also not sure is this a false positive on the Dos Attack [DoS attack: TCP SYN Flood] attack packets in last 20 sec from ip [194.165.16.22], Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:59534, Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:33490, Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:3349, Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:45183, Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:7070, Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:38077, Monday, Feb 22,2021 19:58:05 [LAN access from remote] from 194.165.16.22:65530 to 10.0.0.8:4189, Monday, Feb 22,2021 19:58:05
  6. @johnnytran Did you run any specific switches when you used I perf. So far I found packet loss when simulating voip traffic using the -n switch and when I push my upload above 12 Mb out of 20mb I was asking the community if they knew the packet size etc so I can test like for like.
  7. Hey, I'm trying to find out if I'm experiencing upload UDP packet loss when playing cod. Does anyone know the what packet size, length, datagrams and general bandwidth the PS4/PS5 uses when playing the game ? I've done some testing with IPerf but I'd like to try and mimic the packet size etc to mimic the game traffic. My assumption is that the game uses TCP for ping and game setup but UDP for the in game traffic. I get that packet loss will always occur as it's the nature of networks but to what degree is acceptable to play a game. With TCP the packets are resent, UDP they are general just dropped. My ISP Supplier test says there is nothing wrong with the line but my gaming experience is very poor, even with Geo filtering, anti bufferbloat and traffic prioritisation. I moved from Plusnet 80Mb Down 20Mb to Sky G.fast 150Mb Down 20Mb up a few months ago, however I see the same results on each ISP. This makes me think it's at the hardware level, perhaps the DSLAM, interleaving on/off etc. I wonder if when playing the game the download traffic is prioritised or affecting the upload throughput. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TESTING DETAILS -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I'm using IPerf3 to run UDP diagnostics to a server I've got hosted. For anyone familiar with iperf, I'm running the command. ./iperf3 -c (my server) -p 5400 -u -l 20 TEST 1 below, UDP upload on ISP - You can see a ten second test shows around 20% packet loss TEST 2 below, UDP upload, on hotspot - Same test parameters 0.76% packet loss TEST 3 below, UDP download on ISP - 0% packet loss I believe this the reason a lot of people experience the same issues in game and the ISP's / Openreach do not address it. Pointing your Geo location further away might reduce the perceived effect of packet loss, however playing on a 20ms game with 20% packet loss seems to have big effect. I've even tried inducing an addition ping delay up to from 50 - 100ms through an OpenWRT router but it doesn't improve things. I believe UDP packet loss is the main culprit. There is no packet loss on the download. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- TESTS DETAILS BELOW -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------- TEST 1 - UPLOAD UDP TEST ON ISP ----------------- [ ID] Interval Transfer Bitrate Jitter Lost/Total Datagrams [ 5] 0.00-1.00 sec 95.7 KBytes 784 Kbits/sec 0.030 ms 1053/5953 (18%) [ 5] 1.00-2.00 sec 102 KBytes 833 Kbits/sec 0.032 ms 1375/6579 (21%) [ 5] 2.00-3.00 sec 101 KBytes 827 Kbits/sec 0.041 ms 1348/6515 (21%) [ 5] 3.00-4.00 sec 101 KBytes 828 Kbits/sec 0.022 ms 1436/6608 (22%) [ 5] 4.00-5.00 sec 101 KBytes 831 Kbits/sec 0.033 ms 1353/6547 (21%) [ 5] 5.00-6.00 sec 101 KBytes 828 Kbits/sec 0.041 ms 1341/6519 (21%) [ 5] 6.00-7.00 sec 98.9 KBytes 811 Kbits/sec 0.043 ms 1483/6549 (23%) [ 5] 7.00-8.00 sec 107 KBytes 879 Kbits/sec 0.016 ms 1099/6594 (17%) [ 5] 8.00-9.00 sec 103 KBytes 847 Kbits/sec 0.027 ms 1263/6557 (19%) [ 5] 9.00-10.00 sec 103 KBytes 841 Kbits/sec 0.032 ms 1267/6521 (19%) [ 5] 10.00-10.01 sec 20.0 Bytes 11.4 Kbits/sec 0.489 ms 18/19 (95%) - - - - - - - - - - - - - - - - - - - - - - - - - [ ID] Interval Transfer Bitrate Jitter Lost/Total Datagrams [ 5] 0.00-10.01 sec 1014 KBytes 830 Kbits/sec 0.489 ms 13036/64961 (20%) receiver ----------------- TEST 2 - UPLOAD TEST ON 4G HOTSPOT THROUGH IPHONE ----------------- [ ID] Interval Transfer Bandwidth Total Datagrams [ 4] 0.00-1.00 sec 116 KBytes 948 Kbits/sec 5940 [ 4] 1.00-2.01 sec 128 KBytes 1.05 Mbits/sec 6579 [ 4] 2.01-3.00 sec 128 KBytes 1.05 Mbits/sec 6552 [ 4] 3.00-4.01 sec 128 KBytes 1.05 Mbits/sec 6567 [ 4] 4.01-5.00 sec 128 KBytes 1.05 Mbits/sec 6564 [ 4] 5.00-6.01 sec 128 KBytes 1.05 Mbits/sec 6552 [ 4] 6.01-7.01 sec 128 KBytes 1.05 Mbits/sec 6554 [ 4] 7.01-8.01 sec 128 KBytes 1.05 Mbits/sec 6554 [ 4] 8.01-9.01 sec 127 KBytes 1.04 Mbits/sec 6510 [ 4] 9.01-10.01 sec 128 KBytes 1.05 Mbits/sec 6552 - - - - - - - - - - - - - - - - - - - - - - - - - [ ID] Interval Transfer Bandwidth Jitter Lost/Total Datagrams [ 4] 0.00-10.01 sec 1.24 MBytes 1.04 Mbits/sec 0.089 ms 492/64824 (0.76%) [ 4] Sent 64824 datagrams ----------------- TEST 3 - Download TEST with the same parameters on ISP ----------------- [ ID] Interval Transfer Bandwidth Jitter Lost/Total Datagrams [ 4] 0.00-1.00 sec 128 KBytes 1.05 Mbits/sec 0.246 ms 0/2625 (0%) [ 4] 1.00-2.00 sec 128 KBytes 1.05 Mbits/sec 0.308 ms 0/2621 (0%) [ 4] 2.00-3.00 sec 128 KBytes 1.05 Mbits/sec 0.274 ms 0/2616 (0%) [ 4] 3.00-4.00 sec 128 KBytes 1.05 Mbits/sec 0.237 ms 0/2625 (0%) [ 4] 4.00-5.00 sec 128 KBytes 1.05 Mbits/sec 0.275 ms 0/2624 (0%) [ 4] 5.00-6.00 sec 128 KBytes 1.05 Mbits/sec 0.277 ms 0/2619 (0%) [ 4] 6.00-7.00 sec 128 KBytes 1.05 Mbits/sec 0.282 ms 0/2621 (0%) [ 4] 7.00-8.00 sec 128 KBytes 1.05 Mbits/sec 0.359 ms 0/2622 (0%) [ 4] 8.00-9.00 sec 128 KBytes 1.05 Mbits/sec 0.231 ms 0/2621 (0%) [ 4] 9.00-10.00 sec 128 KBytes 1.05 Mbits/sec 0.273 ms 0/2622 (0%) - - - - - - - - - - - - - - - - - - - - - - - - - [ ID] Interval Transfer Bandwidth Jitter Lost/Total Datagrams [ 4] 0.00-10.00 sec 1.25 MBytes 1.05 Mbits/sec 0.209 ms 0/26231 (0%) [ 4] Sent 26231 datagrams
  8. Thanks Fraser, I should have said the original captures where on my mac using the plusnet modem on a wireless connection. I've added 4 more wiresharks to the google drive link using another PC Two Wireless and Two wired https://drive.google.com/drive/folders/1q8NWQwKNW0Kxzsxb0d1ICN5aFQi6E9XN?usp=sharing If the connection is having trouble with TCP whats the UDP like ? Obviously harder to diagnose UDP issues.
  9. Hey Fraser, the fault was fixed but the issue is not any better. I think this could be down to the Retransmission set to High and Error protection off on my profile. Shown on the GEA result above. There doesn't seem to be any issues with download it's the upload. Which is probably causing the issue with the game. When I run wire shark captures from my laptop I see lots of TCP DUP ACK, TCP ACKed unseen segment TCP Spurious Retransmission ICMP Time-to-live exceeded TCP Retransmission Other Error Reassembly error, protocol TCP: New fragment overlaps old data (retransmission?) I'm not sure if the netgear can do anything to mitigate above, if so please can you let me know. Thanks Here are some example Wireshark captures if anyone wants to reference. https://drive.google.com/drive/folders/1q8NWQwKNW0Kxzsxb0d1ICN5aFQi6E9XN?usp=sharing
  10. Hey Fraser, Tried above and not much difference. FYI - Open reach are investigating a line fault. It also looks like my upload has a Retransmission High setting. Probably adding some Delay/error checking which affects the game.
  11. Hey Fraser, I tried Germany which wasn't any better, then Italy which was worse. I noticed that on my previous screen shots from the US, I had host tick rate but not when I played games in Germany & Italy Germany - seemed like I was half a second behind the play. Italy - Milan dedicated server - Are the spike in send and receive rate a concern. I know this is probably ISP related, However, I appreciate your help and the ability to troubleshoot with the netduma I can see the antibuffer bloat working with a speedtest to fast.com With a Ping of 9ms and additional 3ms when loaded. When it's off it jumps to 122ms loaded. Do you have any other suggestions?
  12. Hi Fraser, I tried above but no improvement in UK & European servers. I've been playing on the US servers (East coast) for that last couple of days, the games with pings above 100ms seem to more playable but still having issues. As I normally have to wait for 5/10 for a game of Plunder. Just seems like an ISP issue, 8ms connections to a host from the XR300 should be good enough to play in the UK servers without issue, unless it's lag comp gone wrong. I've attached a screen shot where the experience was really bad on a US Server, firing first & no hit markers. I was watching the send rate whilst moving and firing my weapon but it had no effect on the graph. Is there anything glaring from the graphs that may point to an issue.
  13. Hi Fraser, Just to confirm was that leave the DMZ as is or remove the PS4 from the DMZ on the XR300. I'm assuming the latter. Also on the plusnet router what do you think is best? UPnP enabled and XR300 in the DMZ ?
  14. Will do, over time settings get tinkered out of frustration. Originally just put it in the DMZ, then added forwarding and turned off DMZ, added Specific prioritisation, turned off classified games.
  15. Can The ISP or Game detect packet loss if it's UDP ?? Is there a way to test ? Everything seems fine until you run into other players and then the frame rate goes all over the place.
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