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RL317

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  1. Like
    RL317 reacted to NoMoreMyFriend-S in DumaOS on the Netduma R1 is now in Open Beta!   
    Same thing. with the first big patch it seems they messed up what they left on good in the game from the beta.
    And either teh way they write the netcode it makes Netduma not work, or there is an issue with Duma OS in itself. The only thing I can use my R1 at the moment is QoS within my home, but nothing of the geofilter and ping assist seems to either work or matter....
    Not a happy camper at the moment
  2. Like
    RL317 reacted to Jlman3705 in Advanced traffic prio not working on downstream   
    PS4

  3. Like
    RL317 reacted to NoMoreMyFriend-S in DumaOS on the Netduma R1 is now in Open Beta!   
    Definition of insanity.
    put that into youtube and watch the FarCry 3 clip coming up. cracks me up every time....
  4. Like
    RL317 reacted to Macca65 in DumaOS on the Netduma R1 is now in Open Beta!   
    Thanks for that IIIRL quite a read, understood about 75% of it but that's down to me! Played WW2 tonight on the same server vultr.com and it was like night and day. Great hit markers, shots all on point, getting 6.5.12. 10 KDR's. Next minute completely the opposite applies. No hit markers sniper rifle rounds passing through people.
    So as you say it's so frustrating, but I still come back for more.!
    And they say a definition of lunacy is to do the same thing over and over again and expect a different outcome. Lol
  5. Like
    RL317 got a reaction from Locosano in DumaOS on the Netduma R1 is now in Open Beta!   
    My experience in CoD is much the same as it was on pre-DumaOS tbh: force low ping games, apply QoS (even if nothing else is online, I have it set to 70% always), traffic prio the console and most of my games are laggy. 1 in 100-200 games will be super smooth and responsive, with fast hitmarkers, fluid player position updates, aim assist that's accurate - normal, in other words. The rest of the time I'm getting hitmarker delays in excess of 300-500ms, shots not registering at all despite being bang on a guy's chest even when he's not moving (and then recording the game and watching back to confirm), taking damage before I see it, being told I'm in a different position according to the other player's version of events, and being shotgunned the frame someone appears on my screen only to watch a killcam and see he walked around and had half an hour to walk the dog, cook dinner, clip his toenails then throw his low sens camera movement towards me roughly and windmill hipfire with a slow killing AR... which is patently nonsense when I'm on "7ms ping" with a monitor that is arguably the fastest in the world by far with 1.6ms input lag at 60Hz.
     
    Wireshark tests I've done show up to 2650ms UDP latency to my local CoD Choopa server while pinging the same IP on the R1 geofilter shows a flat 7ms with under 0.2ms jitter. I don't get UDP packet loss either so that's not the cause of the lag. I've run four tests sending and receiving a combined total of around 34000 packets and not one packet was dropped, but the delays between timestamps for sent and received packets had greater delays than the basic update rate of the game anyway. The worrying thing is you can't even calculate UDP latency by just looking at timestamps because there's no "ping" or response or anything like that; it's all one way unless you control both the client and server and set up iperf or something to calculate delays between sending and receiving. These are just delays between packets being received or sent on my end, which could be just half the journey LOL 
     
    I learned the other day that game devs use other ways of determining a player's latency in game, aside from the usual TCP/IP ping, which made me think back to BO3 (and now BO4) with latency numbers showing something different to ping results - pretty much always higher than ping latency anyway. Maybe it's actually far more accurate. 
     
    After using Wireshark my friend told me something he'd been aware of for a few years and that's when I had one of those "ahhhh, now it all makes sense" moments:
    "I play on 9ms ping and it makes the game nearly unplayable. I don’t believe any of these stories about lag compensation etc they are simply old wives tales. I play on a 13ms inputlag monitor, 9ms ping to the server and I still get this BS.
     
    What I believe now is that it’s simply down to the ISP since I see it a lot more in evening hours. Gaming traffic is generally UDP while most other internet traffic is TCP/IP. The routers at your ISP simply prioritize TCP traffic (this includes ICMP ping) as part of their traffic shaping / bandwidth congestion algorithms.
     
    So most likely the UDP traffic is delayed at the ISP routers, by buffering or dropping packets.
     
    The difficulty in this is that your download traffic is probably delayed while your upload is on point. So you do in fact update the server and the enemies can see you (and can kill you) At the same time server updates on your side are delayed so you spot the enemy later. And add to this interpolation delay / peakers advantage.
     
    Why is ping constant? Because their routers prioritize ICMP ping over UDP traffic. So you can be lagging even though routers like Netduma show consistant ping.
     
    IW has the hexagon indicators, if they go off UDP they are unreliable at all since it can only measure packet frequency. And maybe total lag from hitmarkers coming back. (UDP is simply one way traffic)
     
    I am not the only one having these issues. I am a average player but I for fact know very good players who are also on very low latency pulling their hair out because they go up against 0.4 K/D players who have reaction times of veteran bots killing them in a single frame LOL"
     
    I did some looking around online and there are networking experts who confirm many ISPs prioritise TCP/IP traffic to ensure pingtests and speed tests look great, since most ISP staff know nothing more beyond "I've run a SpEeD tEsT and your connection is FiNe... have you tried ReBoOtInG?". 
     
    That would explain why I have a flat 7ms and have done for two years (except for a week of interleaving after my Smart Hub got stuck in a reboot loop), and still do on TalkTalk (actually it's permanently in the 6s now) but nothing's changed. I kinda wished I'd moved to Plusnet because I heard they have QoS for gaming on their end, whereas QoS on the user's end with the router means next to nothing if your ISP is delaying traffic or there's an issue somewhere along the line that you can't diagnose. If I had a line problem at home, I wouldn't have a jitter-less 6ms with no packet loss looking all perfect lol
     
    The only question is how do we find games that aren't just showing a low ping but actually low latency? The only way I've found to guarantee smooth games are pulling host, but the likelihood of finding a game after setting your geofilter radius away from servers, connecting to online services and then being given host (obviously a 1/12 chance) is slim. Seems pointless using the geofilter considering most of the 7ms games I've played in the last two years have played like a one bar (300ms+). I've played games on 4G hotspots that were more responsive and in sync. I know people on the same ISP hundreds of miles further out from the server who have objectively more latency and objectively less lag. This stuff blows my mind... 
     
    Edit: I just thought, that last part begs another question - why are games on host amazing, yet in 99% of games on 7ms it plays like a one bar? 7ms is less than half a frame difference from being host or the server. In fact when you're host, you have the potential problem of having your latency increased if at least 51% of the players in the lobby pass a certain latency threshold. That's why you can be host and show a three bar or worse. Again, makes no sense... 
     
    All I know is gaming is miserable. I've put so much time into improving that when that 1% game comes around it's like I'm hacking, dropping 60-0 nukes on tryhards because they can't touch me. In the other 99% of games, I can be on target first with the faster firing, faster killing weapon, using quickdraw, beam to a chest on max sensitivity, not come off target, fire two or three rounds before they respond, get no or delayed hitmarkers, drop down instantly, watch the killcam, and it'll show a 0.4KD no quickdraw using TV player with 12% average accuracy firing where I was half a second before on my screen, with them windmilling with pitiful aim and reaction time, while I'm not firing because apparently I look like a deer in headlights. In fact the last time I got a smooth connection that felt like easy mode, I nuked a 4KD in a two man https://imgur.com/a/JNPKkT5 the rest of the time I'm being joked by the equivalent of recruit bots who seem to have veteran bot reaction times, 95% accuracy with hipfire, playing cracked out with the world's best keyboarder skill and wall hacks. Absolute bollocks. 
  6. Like
    RL317 reacted to Macca65 in DumaOS on the Netduma R1 is now in Open Beta!   
    I have found the DumaOS to be a positive experience since upgrading. I like the fairly simplistic layout and the ability to move things around. It gives you a lot of information about your network  etcif that's your bag. Or like me you just switch on and play and hope everything's doing what it should be!
    0n a different topic I play WW2 The game keeps putting me in the dedicated server "vultr.com" no matter where I put my home location. I have tried to deny it, to no avail. 
    The in game ping is a outstanding (for me) 20ms but it still feels that I am lagging behind other players. I am experienced enough to know when it's me, I.e. When my aim is off etc etc.
    So is there anyway I can force myself to get connected to another server? To see if it is any different
  7. Thanks
    RL317 reacted to Jlman3705 in Advanced traffic prio not working on downstream   
    Same here.  Upnp is always empty.
  8. Like
    RL317 reacted to TryHardUndies in Internet Diagnosis   
    Hi Gents,
    I’d like to request the return of a feature on the OG R1, Internet Diagnosis. I’ve always found this to be a great feature & used to run it before every gaming session. Could this be introduced in a future DumaOS milestone, but perhaps even better than before? Thanks 
  9. Like
    RL317 got a reaction from Netduma Fraser in DumaOS on the Netduma R1 is now in Open Beta!   
    That's normal - you just have to type in admin as the username and password as the password
  10. Like
    RL317 got a reaction from Zennon in Announcement: DumaOS Development Milestone 1.3   
    Sounds amazing, especially with the return of ping assist. This is arguably the most important and useful feature of the geofilter, as distance can mean next to nothing if the guy down the street from you is 100ms away due to a dodgy line or simply endless miles of wiring between you. 
     
    With that, working allow/deny for servers and a working UPnP, I think that'll be about as close to a perfect router OS as possible. Looking forward to it! 
     

  11. Like
    RL317 got a reaction from Zennon in Announcement: DumaOS Development Milestone 1.3   
    Can't wait to expose the Treyarch devs when they inevitably claim they've implemented 60Hz update rates and the R1 will prove otherwise. It'll be "ping is king, there's no skill-based matchmaking" all over again... 

     
    😂
  12. Like
    RL317 got a reaction from joaso in Announcement: DumaOS Development Milestone 1.3   
    Sounds amazing, especially with the return of ping assist. This is arguably the most important and useful feature of the geofilter, as distance can mean next to nothing if the guy down the street from you is 100ms away due to a dodgy line or simply endless miles of wiring between you. 
     
    With that, working allow/deny for servers and a working UPnP, I think that'll be about as close to a perfect router OS as possible. Looking forward to it! 
     

  13. Like
    RL317 got a reaction from Netduma Admin in DumaOS on the Netduma R1 is now in Open Beta!   
    That icon in the USA appears to represent a blocked server so I wouldn't worry about that. It would show a square shape if it had been allowed by the geofilter while it's in filtering mode. The one in Ireland is a Demonware matchmaking server so it pops up whenever it feels like it and you can never ban it. This occurred on early adopter versions of the pre-DumaOS R1 in admin mode too - whitelisted servers were always visible. For other games you may find similar whitelisted servers in regions like LA or Seattle. 
     
    Try flushing the cloud and restarting the game before connecting to online services and then searching for a game to see if actual game servers appear. 
  14. Like
    RL317 got a reaction from titofuenla in Announcement: DumaOS Development Milestone 1.3   
    Can't wait to expose the Treyarch devs when they inevitably claim they've implemented 60Hz update rates and the R1 will prove otherwise. It'll be "ping is king, there's no skill-based matchmaking" all over again... 

     
    😂
  15. Like
    RL317 got a reaction from titofuenla in Announcement: DumaOS Development Milestone 1.3   
    Sounds amazing, especially with the return of ping assist. This is arguably the most important and useful feature of the geofilter, as distance can mean next to nothing if the guy down the street from you is 100ms away due to a dodgy line or simply endless miles of wiring between you. 
     
    With that, working allow/deny for servers and a working UPnP, I think that'll be about as close to a perfect router OS as possible. Looking forward to it! 
     

  16. Like
    RL317 got a reaction from Netduma Admin in Announcement: DumaOS Development Milestone 1.3   
    Sounds amazing, especially with the return of ping assist. This is arguably the most important and useful feature of the geofilter, as distance can mean next to nothing if the guy down the street from you is 100ms away due to a dodgy line or simply endless miles of wiring between you. 
     
    With that, working allow/deny for servers and a working UPnP, I think that'll be about as close to a perfect router OS as possible. Looking forward to it! 
     

  17. Haha
    RL317 got a reaction from Kyuind in Announcement: DumaOS Development Milestone 1.3   
    Can't wait to expose the Treyarch devs when they inevitably claim they've implemented 60Hz update rates and the R1 will prove otherwise. It'll be "ping is king, there's no skill-based matchmaking" all over again... 

     
    😂
  18. Like
    RL317 got a reaction from TryHardUndies in Announcement: DumaOS Development Milestone 1.3   
    Can't wait to expose the Treyarch devs when they inevitably claim they've implemented 60Hz update rates and the R1 will prove otherwise. It'll be "ping is king, there's no skill-based matchmaking" all over again... 

     
    😂
  19. Like
    RL317 got a reaction from TryHardUndies in Announcement: DumaOS Development Milestone 1.3   
    Sounds amazing, especially with the return of ping assist. This is arguably the most important and useful feature of the geofilter, as distance can mean next to nothing if the guy down the street from you is 100ms away due to a dodgy line or simply endless miles of wiring between you. 
     
    With that, working allow/deny for servers and a working UPnP, I think that'll be about as close to a perfect router OS as possible. Looking forward to it! 
     

  20. Like
    RL317 reacted to Netduma Luke in Announcement: DumaOS Development Milestone 1.3   
    About two years ago we made the biggest decision in our company’s history. We knew we had the best router software on the market, but we were not developing at the speed we wanted to.
    Every time we made a change, we were forced to repeat the same steps each time. Not to mention, a single change risked breaking other features.
    Netduma Dev Team c. 2016
    We pulled the trigger. We decided to start-over again, taking all the lessons from our launch to design an entirely new firmware. We made DumaOS, the router operating system for your home.
    DumaOS gives us the foundations to develop new features, which we call ‘R-Apps’ (‘Router Apps’), at incredible speed. And we will be doing this from now on in a series of Development Milestones. Each Milestone will bring more functionality to your DumaOS-powered router, solving the real problems you face online.
    Netduma Dev Team - Present Day
    Before we go any further, some important rules:
    Predicting software development is tricky, sometimes things go much faster than you expect, sometimes they go slower.  So until we are certain, the ETA of a milestone will always be ‘Whenever it’s ready’. The contents of a Milestone could change. We might need to defer some of it to a future Milestone, or we might be able to squeeze in some extras. Milestones may not always roll out to every DumaOS powered router at the same time or with the same contents. With the housekeeping out of the way, let’s get onto the fun bit:
    Milestone 1.3

    Milestone 1.3 is the first publicly announced Milestone for DumaOS. It brings cutting-edge new technology, as well as old favourites, to your DumaOS powered router, enabling you to take even more control over your network.
    Ping Assist v2

    Ping Assist is back, and it’s better than ever. Ping Assist lets low ping hosts to connect to you even if they are outside your Geo-Filter limit, helping you to quickly find high quality, low ping games.
    DumaOS Ping Assist is a big step up on the original Netduma R1 Ping Assist - we have rewritten the whole feature to be far more effective at quickly detecting pings – meaning you can find the best hosts on the planet much faster than before. The results are truly incredible, especially in games like Black Ops 4, Fornite, PUBG, Overwatch, FIFA 19 and many others.
    Hybrid VPN

    Another return of an old favourite. Hybrid VPN lets you apply your VPN to your entire network and also lets you choose the devices and applications you want to put through your VPN using DumaOS Deep Packet Inspection.
    This gives you so much more flexibility than a standard VPN, allowing you to keep the vulnerable areas of your network private and secure without affecting the devices that don't need a VPN. Hybrid VPN works with any VPN provider that uses OpenVPN (almost all do).
    Advanced Ping Stats

    There’s a new buzzword in town: Server Tickrate. This is the number of updates a game server makes per second. If your game runs at 60 frames per second, you ideally want a Tickrate at 60Hz (60 updates per second).
    Knowing the importance of this metric to our users, we have created Advanced Ping Stats. You can now see the Server (Host) Tickrate and Receive Rate, as well as your own Client Tickrate and Send Rate. This allows you to see the quality of your game's connection in far more detail than ever before. You can also pin to your DumaOS Dashboard for quick reference in-game.
    This is just the beginning for this feature. Now we are capturing server metrics we can do some cool things to give you an edge. Look out for more in future Milestones.
    Device Manager Enhancements

    The DumaOS Device Manager shows every device on your Network and you can now view this as a sortable table, to give you easier administration.
    We Need You!

    Milestone 1.3 is has been driven by user feedback. So if you have any ideas or suggestions for suggestions, let us know on the forum.
    MILESTONE: CURRENT STATUS
    Netduma R1: Released see this thread: http://forum.netduma.com/topic/27008-new-firmware-netduma-r1-dumaos-development-milestone-13/
    Nighthawk XR500/XR700/XR450: Main development has completed and Milestone 1.3 is currently in closed testing. Stay tuned for more information from NETGEAR>
     
    To keep up to speed on future releases, please sign up to the DumaOS Mailing List.
  21. Like
    RL317 reacted to Zennon in Announcement: DumaOS Development Milestone 1.3   
    I have been lucky enough to test this FW and the ping assist is working really well in Blops4 putting the geo in the ocean and setting the assist to 40ms giving me low ping UK servers. Seeing the tick rate / send and receive is a great new feature, learning that Blops4 had moved to 30HZ the other night before it was announced was awesome
    Using ping assist for me is the way forward with the way the servers are at the moment on Blops4 forcing you to play with people of your skill no matter where in the world.
     
  22. Like
    RL317 reacted to Locosano in CAT 6 to CAT 7 JITTER BYE BYE   
    Salut irl entre le mur et mon modem c'est un câble de fibre optique oui la vdsl et sur une base de cuivre comme l'a dsl d'ailleurs donc les distances joue beaucoup sur la qualité de ligne 
  23. Like
    RL317 got a reaction from JOE1305 in CAT 6 to CAT 7 JITTER BYE BYE   
    With VDSL cables I believe they're very sensitive to "signal" (or whatever) loss over distance, far more so than ethernet cables. I'd always recommend 1m max for those, and then as long an ethernet cable as you need to reach the router
  24. Like
    RL317 got a reaction from JOE1305 in CAT 6 to CAT 7 JITTER BYE BYE   
    I recently picked up one of these myself. Solid quality as you'd get with Mr Telephone's DSL cables (he doesn't seem to be around on eBay anymore) and you can send the seller a note requesting a white cable too if you'd prefer. 
     
    https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.co.uk%2Fulk%2Fitm%2F323307039978
  25. Like
    RL317 reacted to titofuenla in DumaOS on the Netduma R1 is now in Open Beta!   
    please, anyone who already owns DumaOS does not release it without the team's permission for others to download it, this could cause big problems like someone breaking their R1. Be patient, everyone will have their time to have DumaOS, think that because they are in a hurry, they may never enjoy it for breaking their R1
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