I've just uploaded a cloud update which whitelists those servers you mentioned above.
Please update your cloud using the button in the sidebar, then restart the router.
Let us know if the problem is resolved!
Ehm, no. You said you would figure it out, then feel free to do so. I’ve given you the method that is used and even pointed you where to look on the networking side of things. There is a step by step guide on the discord, but what would give me any motivation to give you said guide if it’s from some Discord “BS” or “scam” as you so succinctly put it?
Bungie ahora obliga a conectar a su servidor 18.104.22.168, geofilter lo ubica en medio este de EEUU, al tener el geofilter en otra parte del mapa, netduma rechaza conexión, y el juego te expulsa del crisol.
Si permites este server, te deja tener geofilter y jugar, pero no se nota mejoría.
Server 22.214.171.124 no aparece en ping heatmap.
Disculpar por escribir en español, pero es mas fácil explicarme en mi idioma
Hi i have seen so many posts about "lag" in COD blaming our ISP or Netduma router or our configuration changing settings again and again playing some matches "good" and then some games terrible.
After some packet captures during real gameplay from my PS4 Pro and from other players we have found interesting things.
Based on packet captures we know that this game like many others operates on more or less a 64Hz network tick rate, meaning it sends a game packet every 1/64 = 0.0156 seconds or 15.6 ms. Maybe it’s closer to 1/60, but it doesn’t matter because we don’t need super precision to get the idea here.
Here is the actual bandwidth usage, in Bytes per second, which shows the client on PS4 sends 18000 bytes/s which is 144kbps… and the server sends about 30000 bytes/s with occasional peaks up to say 40000, or 320kbps. If the sending rate is 64 packets per second, then each packet from the server is about 625 bytes.
Now. Let’s imagine you have two things going on at the same time in your network. First, you are playing your game, and you have somehow managed to ensure that your game packets "always have strict priority". So as soon as a game packet is received at your router, it is sent, and other packets will wait in line. But the other thing that’s going on is that someone is uploading their latest pictures to Google Photos or something like that, where the point is to send a bunch of data, but latency is totally unimportant. The process will take a minute or two, so delays of 100ms while totally unacceptable for your game are completely unnoticeable to your photos upload.
Let’s look at the worst case: Your router receives a photo upload packet which by the convention for packets on the internet is around 1500 bytes, and at the moment it has no other packets to send and there has been sufficient time since the last packet that the router’s shaper software determines it’s ok to send this packet… so it sends the 1500 byte packet to the DSL modem.
Immediately after that a CoD game packet arrives, and because it’s strict priority it gets sent.
Now, the DSL modem has two packets in line in a FIFO (first in first out)… the first one is 1500 bytes, and the second one is about 600. The first one has 1500*8 bits to send, and your upload speed is 850 kbps or 850 bits/ms, which means 1500*8/850 = 14.1 ms… Now lets look at the game tick rate: 1/64 of a second = 15.6ms. Which means that *even a single packet ahead of you* in the modem delays your game packet by 14.1/15.6 = 90% of the tick time. In other words, this packet is almost as good as a packet drop. In fact, if there are any packets other than your game going over your DSL upload you will experience jitter exceeding your inter-packet tick rate on a routine basis just because that’s what’s inevitably going to happen.
How can you fix this? The first thing is to increase your upload speed. Suppose you want that a single packet upload time takes at most 1/3 of the inter-arrival time between ticks… That means you should be able to send 1500*8 bytes every (1/3 * 1/64 seconds), so your bandwidth should be 2.3 Mbps at the very minimum. Below about 2.3 Mbps even very good packet controls will inevitably result in packet delays that are a significant fraction of the inter-packet arrival time for your game. To get very good response, you want to be well above this 2.3 Mbps rate. So let’s say above 3 Mbps is where you can reliably schedule packets in a queuing system and not have trouble squeaking your game packets in between other packets on the network.
Let’s look at the next pain point, the speed below which two packets in a queue will equal to your interarrival time: 2*1500*8/(1/64) = 1.5Mbps. Below 1.5Mbps if you ever get two bulk packets ahead of you, your game packet is as good as dropped even if it gets sent… Finally let’s see where 1 packet ahead of you is as good as a drop… it’s 1500*8/(1/64) = 768kbps. Do NOT try to game competitively on a DSL line with less than 768kbps upload. In fact, don’t try to game on a DSL line with less than 1.5Mbps upload because then only 2 packets ahead of you is as good as a drop and 1 packet ahead of you is a 50% delay in your packet…
So you need "big" speeds not for the game it self BUT for your console to upload-download these packets really fast.
And bad netcode of COD and SBMM it isn't in your hands and you cant do anything about it.
So if you have these minimum acceptable speeds and you have set up correctly your Netduma or what ever firmware you are using with qos...you cant do anything else....accept COD as it is with bad netcode..SBMM or play another game.
Many thanks to dlakelan...Exreyfox..Dopam_It and many others...they know how many hours we spend debugging code..testing in game and so on to create the script.😉
Major difference is that the method used "embedded" in the hardware wasn't public domain knowledge.
The chances of Bungie patching or fixing that weren't super big. They have switched the backend for DDOS protection, but the method for the empty lobby wins didn't get patched. How long you think it will be if we post a full on tutorial in a public forum before Bungie tries to patch this? And who says people aren't still being helped?
But you know what makes it hard? Getting 70 messages per day all expecting you to be a helpdesk that will do a soup to nuts implementation for them. And then some of them selling off the info how to do that for $300 like one guy here in the forum. If folks want to make some extra change, completely fine. But it is an absolute a-hole move to try and sell someone elses work when you got it for free. It just means that you become more picky about who you share it with and if they at least are willing to do a bit of work on their own. Also, it's also not like this hasn't been shared with the devs here on the forum, but it seems they don't read their direct messages anymore (with the above being said, I can relate ).