DJScorp Posted May 24, 2018 Posted May 24, 2018 Any time I play WW2 on Preemptive, at the end of each game, ww2 losing connection to the server . If I played on Reactive everything is fine but connection is way lagy. Is there any fix for that. Thanks for you help
PharmDawgg Posted May 24, 2018 Posted May 24, 2018 A known issue but I am unsure if there is a fix in the works. Here is this video that may offer a workaround. Sorry for any inconvenience.
Netduma Staff Netduma Jack Posted May 24, 2018 Netduma Staff Posted May 24, 2018 Reactive shouldn't cause more lag in theory, it's meant to get you higher speeds (if your connection is over 60mbps.) What speeds do you receive? You may be supposed to use reactive anyway. This is a known bug; I would recommend checking out that video for more information.
DJScorp Posted May 24, 2018 Author Posted May 24, 2018 My speed 25 dl, 5 upload. If I play on Reactive game play feels different and I dye more. Do you know if upcoming Duma OS will resolved that issue ?
DJScorp Posted May 24, 2018 Author Posted May 24, 2018 Or may be its my network how is my ping plotter looking? https://ibb.co/iCMako https://ibb.co/f0Do5o
Netduma Staff Netduma Jack Posted May 25, 2018 Netduma Staff Posted May 25, 2018 Or may be its my network how is my ping plotter looking? https://ibb.co/iCMako https://ibb.co/f0Do5o You've got 10ms jitter on your line which isn't ideal, but it's not too bad. DumaOS will definitely fix the issue with the algorithms though unfortunately I cannot provide any news yet!
RL317 Posted May 27, 2018 Posted May 27, 2018 You're getting up to a third packet loss on the first two hops (the devices on your personal network). Do you have a couple of spare ethernet cables you can swap in to rule out cable damage? Your line looks pretty stable otherwise, especially for Comcast - is it Xfinity cable? I'd like to hear some theories on why a QoS algorithm could cause disconnections. This never happened in other games, but it does seem like using different sliders and algos causes differences in gameplay quality (ie how responsive a game is, hit detection or whatever) even if you try different combos that all suppress congestion equally well. Well that's how it is in my case anyway - preemptive and reactive seem to work as well as each other as I average under 2ms bloat regardless. Yet using reactive consistently causes packet loss on bandwidth tests (and I mean every time without fail), while preemptive causes exactly 0.00% loss every time. Hmm...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.