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R3 ISP MTU on dedicated fiber line


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I was looking over my ISP technical specs, and was noticing that it seems as though they have a higher MTU than just 1500 (which is the standard). Does this mean I should have my WAN set as 1500? If I do, will that cause issues on inbound/outbound? Or, should I just request my ISP set my MTU to be lower on the other end, so that I don't run into any fragmentation issues, or would path mtu discovery automatically adjusted and not fragment (I was reading it could), which makes me think that some of my hit detection issues and jitter are actually due to this discrepancy across the wide area network. I could be entirely wrong, but I'm just spitball Ing the most basic idea, and didn't realize any of this until just now. 

If I'm ping plotting to various sites, like google, twitter etc., I don't see weird issues, but as soon as I ping plot to a game server, any game server for that matter, I'm seeing problems, and honestly...kind of wonder if that's the problem. I'm just not well versed enough in something like this to know.

https://www.firstlight.net/wp-content/uploads/2015/12/FirstLight_Ethernet_v9_web.pd

 

fScreenshot2024-06-15112451.png.cd71a52b3a4fb391936fa9c4497febe4.png

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It won't be necessary to change any MTU settings, you're very unlikely to notice any difference but you can try it if you wish.

The reason you're seeing issues when using game servers on PingPlotter is because they don't respond to normal pings and so will timeout before they get to the final destination.

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1 hour ago, Netduma Fraser said:

It won't be necessary to change any MTU settings, you're very unlikely to notice any difference but you can try it if you wish.

The reason you're seeing issues when using game servers on PingPlotter is because they don't respond to normal pings and so will timeout before they get to the final destination.

Hey Fraser, thanks for replying as always! That part does make sense. If I am ping plotting to somewhere like the point at which the tier 1 ISP hands off to constant company (choopa/vultr), why is it I would be seeing so many spikes at that peering point, at which it hands off to the data center I assume. I'm not networking expert, but it seems to hit an internal LAN after that given the IP's that follow. Trace cropped after the static (forgot to leave that out at first) oops. 

 

 

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Hard to say really, once it leaves your home it's entirely dependent on the routing it takes and the hops along that route - it could be something as simple as congestion on that hop - that's why it's always a good idea to do pings to local websites where that would be less of an issue as well as a few different ones to rule it out

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7 hours ago, Netduma Fraser said:

Hard to say really, once it leaves your home it's entirely dependent on the routing it takes and the hops along that route - it could be something as simple as congestion on that hop - that's why it's always a good idea to do pings to local websites where that would be less of an issue as well as a few different ones to rule it out

Thanks. Yeah it seems to ONLY be at that hop, every other website etc pings perfectly stable. My guess is just that its busy on the other end, and therefore throughput is not very good, causing alot of congestion. My guess is maybe thats an Activision thing, and they need better servers, which is probably not gonna happen. Only other thing is maybe pray my ISP would change the route to another Tier 1, but thats also not likely, but MAY fix the issue.

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On 6/15/2024 at 3:21 PM, Netduma Fraser said:

Hard to say really, once it leaves your home it's entirely dependent on the routing it takes and the hops along that route - it could be something as simple as congestion on that hop - that's why it's always a good idea to do pings to local websites where that would be less of an issue as well as a few different ones to rule it out

turns out it was really 1500 lol. They use jumbo frames internally to move data faster, I guess? idk

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