
bbursley
R3 Early Access-
Posts
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Joined
Everything posted by bbursley
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I’m currently ISP shopping, as I’m not entirely happy with my current one. I was curious to know who hosts the COD servers. Would it be AWS? I’m trying to check each ISPs BGP and see how their peering works, to make sure peering is as optimal as possible. I have been thinking about this a lot more recently when looking at people who have tier 1 ISPs like ATT and how they are able to achieve such great success in the hit detection department, and my assumption is just better peering with the cod servers, or better peering agreements than perhaps someone else’s ISP. Which must be entirely why some people experience those wtf moments, even if they too have fiber and low ping. Just a random late night thought. Thanks.
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Any reason you are doing this in a private tab versus a non private tab? I always thought the Netdumas relied on cookies etc for proper functionality? Maybe im wrong.
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XR1000 V2. slower speeds than my old XR500.
bbursley replied to tiger-balboa's topic in NETGEAR Nighthawk Support (XR range)
So everything is working now or? -
R3 WAN port "Internet Status" not staying "Online"
bbursley replied to Tsar's topic in Netduma R3 Support
If im not mistaken, TDS is either DSL or fiber right? Are there any MAC restrictions with TDS when adding a new device? I have Fidium Fiber here where I am (Maine). Anyways, my isp requires that they have the MAC of the router/firewall registered in their system to work properly, does this apply here? If not, did you reboot the ONT/Modem prior to connecting the new R3 device? If the MAC requirement doesnt apply, def do a reboot, factory reset of the R3 and start from scratch. -
I think you used to just be able to host a private lobby or something similar to that, and then have friends join you, at which point you could just add them to the filters white list so to speak, this would make it so they didn't get booted from parties with a host using the geofiltering. Only issue with that is, A: it might not work well. B: if one of them becomes host of a game and happens to not in fact be close to you, then....you're going to suffer from a poor host.
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So, It's been a while since I have been in here, and honestly its because call of duty and alot of games lately have gone south. MW2019, Cold war to name a few. I want to attribute some of this to my cable connection just being absolutely dog....well you know. Anyways, Im finally getting FTTP tomorrow, super super excited about it. I am hoping fiber alone relieves me of alot of my unstable ping issues that cable just riddled me with among other things, so it does tempt me to want to get back into games and become more competitive again. I have seen people playing MW2019 and Cold war with fiber and absolutely dominating, meanwhile me and my cable connection its a gamble on if the hit detection will play out well enough to get kills, and more often than not its just a bad scenario. Anyways, back to the main topic, what would be a good option for me with a 1000/1000 fiber connection? Im not sure if ill even need Qos, but I do greatly miss the geofiltering, and for all I know I may never need it. I will definitely do some testing in matches and problematic games, and then if I have no issues, great. I expect I will get some far out lobbies though, and I would like to be in more control of that. So can anyone shed some light on the top 2/3 routers that would be recommended? Thanks in advance, Brandon
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The way I tend to look at it is, IF I'm getting stomped one match or a few matches, I usually get a lobby of really bad kids that I just end up destroying with ease, so it kind of is what it is, and I actually don't really mind that. If I look at my KD for the last few games, you can see a very clear trend of this happening, and that's clearly SBMM doing what its suppose to do. It is quite frustrating and annoying, but at this point, what else can you do? I don't mind SBMM as far as trying to challenge you, but I def feel like there's really shady stuff that happens in the background, such as when I lose all aim assist and cant hit people one match and then another match I'm snap aimed right onto people literally behaving in a similar manner, OR perhaps that's me just getting thrown on different servers and perhaps im less in sync with the game and therefore aim assist falls off the worse my ping is. Just got to keep on keeping on and hoping they throw this nonsense out the window in future cods...
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Honestly I don't think speeds has any affect on hit detection unless you are bottlenecked. I have 200 down and 20 up cable internet and I feel as though my biggest issues are just whatever servers they throw me on at random, and of course SBMM plays a role, when you get thrown against those sweaty fiber nerds who jump shot and sound whore you even when you have dead silence on. Maybe I'm wrong, and maybe speeds are a factor, but it doesn't seem that way to me, I still win 50% of my gunfights on the worst matches with no duma OS QoS and geo filtering so, who knows. What DOES seem to be noticeable is that people in parties (and this has always been true with cod) are literally the hardest matches for me, regardless of which cod ive ever played. It seems like they always bog down the server in some way that makes it impossible to kill them. I'm not saying its on purpose, I just think that's just how COD seems to work, so maybe get into a large squad and lay people out, probably confuses SBMM too, as there's to many calculations to make about all the players profiles, but....that could also be nonsense too lmao.
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I personally just stopped playing these kinds of games, and so should anyone else who really wants to bring good old cod back. Maybe when they realize SBMM isnt the way and we want a quality game, they might care more,
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indeed, the player experience is sacrificed for most people without the most ideal connection situations. The crazy part about SBMM to me is its nothing like league play at all, in league you just worked your way up, but it wasnt with this crazy complicated algorithm that SBMM nowadays uses. Like, I dont mind team balancing, but this is just not the same thing sadly. Worst part is, it doesnt protect the noobs, people will just find ways to reverse boost and stomp them, and therefore nothing is fixed at all.
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Cold war and SBMM games are just shit, end of story really. Doesnt matter what you do, only answer is to join bot players or reverse boost.
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So if something like a traceroute was not feasible then what about just a standard multiple ping test to all hosts/servers upon startup and also while searching for matches. I mean we are doing this with geofilter yes and no because every game does not really use the same servers or player hosts or whatever else, also us players may be skipping out on really good servers that are actually near us that we might not be using based on the fact we dont know the connection is good. OR perhaps on bootup of games when all the servers show we could get some sort of ping number indicated. But with the first idea i mentioned we would be able to test all servers and pings/jitter etc. I mean if they are showing up then im sure they can be pinged in the process. Like If I had a server in new york that might be a better or worse ping and better or worse jitter over idk another server somewhere else somewhat near by. I wouldnt know if I only set my geo in one spot only, that server nearer or further may have a better route and as such maybe will reflect a lower ping/jitter. The misconception is that closer is better, this is absolutely wrong. Your route SOLELY determines everything, and thats based on your connection and ISP. I mean I could have cable with a an amazing route or fiber with a crap route and vice versa. We make to many assumptions based on, "oh this is fiber, is has to be better". NOPE, thats wrong, my friend in chicago has comcast cable and my experience using it was trash, for him, its practically like having fiber, when he plays in bo3 he will have his streaks in no time, same with fortnite, he just does well because despite what we regard as a lesser connection than fiber, it operates nearly as good because of the infrastructure near him. SO, I might assume that maybe because that new york server is close to me its better right? But thats not always the case, In fact ive found that the best server I have ever played on was in virginia or somewhere around there. But that doesnt mean there isnt another server Im ignoring because i am not aware that it might be good too. Idk I think there could be way more customization and profiling in the geo section, not every person will have that same experience with the same setting and we need to somehow find a way to break away from that. Its just so misleading the way netduma advertises the router as closer is best. But when we have that mentality were potentially closing off some of the best games we could ever have. Id also like to see more in depth information regarding that matter, like as i said route can be the master of the game and no location, so we could have some statistics laid out where if your connection behaves like "this" then try "this" or maybe perhaps the netduma can examine that on its own somehow and then find the best connection. Sure, some of this stuff might be slower, and if people are willing to have patience and let it find the best connection then they deserve it, otherwise it can just be some feature people do not enable by default. But I mean, I do like where youre going with the idea of adjusting with the games connection, or whatever it was, something along those lines. Its those things that are really going to push the envelope of better connection gaming. I think there is just a massive amount of experimentation that will have to be done to really make these things come together.
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delays maybe? Lagswitching is not the same as a delay though. Like I said one cuts the connection off and the other just holds packets longer, therefore adding delay. I never said I thought that delays dont exist, I just dont see it as a feasible choice when we can just move to geo to a further location. Alot of these players are also in parties sometimes. I got into a match before and there was one germany kid with a 2 bar and the rest were american players, and that lobby was SO BAD. The two bar kid would get his streaks no problem. Ironically though, I forced my local servers for BO4 and the game was playing like butter. Even the top player on the team would get killed by me, it felt like a very fair playing ground.
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partnetship with netgear= more exposure= more money for the team. Problem is...it left us R1 users in the dust. IDC what anyone says, DumaOS on the R1 is not a good product for the device. Thats not to say the firmware idea was bad, I just think these more powerful devices handle the demand better. I constantly have CPU spikes, which means the device can't handle it, and that happens just from going back to the home page of the router lol....imagine when it actually has to do something functional 🙄
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Actually the Netduma can negatively affect player experiences. 1. It can force bad connections (like DSL) to connected to dedicated servers. 2. It can connect player from regions to other regions which now causes them lag as a result of lag compensation. 3. If every gamer out there had a Netduma and did what they wanted versus what the servers and netcode wanted. What a mess that would be, and to be quite frank, that’s what we’re heading towards. There’s no possible way that every person having a geofiltering router is going to create a positive benefit for everyone in the long run. People are effectively altering the natural way the connections are made. So when a group of people from France wanna come over to the USA and have 2 bar connections and lag the hell out of us. Who really benefits from that? Especially when we are using dedicated servers and have no control over it. I think it’s gonna get to a point where geofiltering is gonna be detectable because servers are going to change and start dropping people who continue to drop multiple requests. Then what do we do?
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What you are asking NetDuma to do is actively boot people out of an active game session. That would be nearly no different than DDOSing someone so they would lag out of the game and you win, which is rampant on P2P games these days, see Destiny 1 and 2 competitive matches. Ultimately NetDuma only attempts to prevent bad connections from getting together. It will NEVER negatively affect a gaming session in progress. Doing so would be against the TOS of just about every game there is. Throttling is a joke, it does not do anything to help a player by any means. Lag compensation is when a game interpolates your position and actions in a game, that doesn’t mean it necessarily gives players an advantage to lag switch, lag switches actually cut off your connection so you are sorely misinformed hence the name “switch”. Lag compensation is something that has been in games regardless of peer to peer or dedicated servers, so idk where you got that information. Yes players can artificially delay their packets, but there is almost no sense in doing that these days when all you have to do is take your geofilter and place it somewhere else (your position). So queing packets and lag switching are not even entirely the same. If all this nonsense was so true, then why is it that players with fiber optic internet are destroying people without it? So perhaps queuing may help, but they have already stated that is considered part of that addition. Again lagswitch-cuts off connection, queuing, holds packets but does not cut it off entirely. Lag switching was advantageous in peer to peer because hosts could stop all players on the map and then kill them, making you virtually invincible. Since you are the console determining decisions, then you are right and the player is not. That’s why we have changes in lag compensation and more use of dedicated servers or listen servers because of these issues, it makes it easier to cheat. So no it’s not moot, the point still stands that you can’t block people with bad connections, because you said it yourself, it’s like ddosing a player, EXECEPTION being that you are the host and your router can cleverly cut their communication off to you entirely. That’s actually lag switching, but only to one specific player.
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Also my main point was that your post was wrong, and that you cannot change lagging players connecting to your game. On dedicated servers we have no control over that, and as a p2p match when we don't have host, we don't have control over that. perhaps there would be a way where the router would identify a high latency player and then "drop" all of their packets both ways. So really the feature doesn't work well because more games these days are not player hosts. It would be a waste of time for the team to focus on something like that (at least in this moment) over all the other more important features.
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Well someones getting really offended. Alright if you think thats the case, build your own lagswitch and test it, then come back to this forum and let us now how wrong you were...lol. There is literally ZERO reason why someone would want to induce purposeful lag if they are not the host. Hosts used lag switches beause they gained an advantage over other players by killing them and then unfreezing the game. If another player uses it and they are not host, they get ZERO advantage, in fact as I just stated, they will get disconnected more likely than not. Oh and i have no idea? Buddy let me tell you something. Im 28 years old and I have played my FAIR share of online games, if there really "was" a game that let lag switching be allowed or taken advantage of, then it seems like your gripe is with the developers of that game and not this forum. Go cry somewhere else. Don't attack people just because they are stating the facts. Maybe your connection is just crap and you think people are lag switching. more often than not that's actually the case. you might be able to "add" delay at best, but even that isnt lag switching, and it would have to be constant. In fact, go take buffer bloat off and start streaming while gaming, chances are you'll get your lag you want, that's most likely exactly what you're seeing. Also, the person may have DSL or really poor and inconsistent routing. I don't need to prove my point, I think you being here in a forum dedicated to getting a better ping proves my point pretty clearly. I have played many games in the pas that have player who started at a 4 bar and then drop down and go back up, did they have an advantage? Nope because their kd at the end was still pretty garbage.
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I dont think players intentionally make their connection bad, I think people just join and then suddenly get LAN traffic congestion that adds extreme delay to their packets causing spikes. Lagging for to long as a result of intentional cause usually boots you from a lobby.
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Are you under the impression that the netduma blocks bad player connections? cuz it does not do that. The only thing the NetdumaOS of all forms was designed to do in the geofilter is blocking hosts. You cant control who connects to the game. HOWEVER, I dont see why if this was P2P why we might not be able to have some control over the other players that connect to the lobby. Even at that we would have to be host ourselves.
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Heres something I was hoping for, (not sure if it was suggested yet). If we boot the games up, all servers are generally located in doing so, so would it be possible for the DumaOS to traceroute each one and measure the latency, variation, hops etc., then create a special individual profile for allowing and denying based on that information? For example...(this might include player host types too, maybe?), you boot the game up and obviously all dedis are supposed to be seen, so then the netduma can grab all those IP's and ping each one of them, making not of the things suggested above, from there a user could view this in a tab where they could create a "profile" much like we usually have where we could deny the ones we decided we didn't want. so when we go to play these different games, we can select "BO4" profile, and the netduma can partly use this in its filtering process, additionally perhaps it could still have a ping rule somehow in case the game was like...nope no server for you, we need you on a player host instead, then the netduma could weed out the worst of those. I mean Its kind of a garbled suggestion but I think it would make each game experience more personalized and optimized.
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Is there a way to get this download manually? im disabling my routers routing capabilites per TOS of my college. I plan on using the netduma but without routing capabilites like DHCP etc, letting the school assign me them, I want to just pass through the data from their network to the netduma to my xbox and apply the filtering etc.