Go in /tmp/ with WinSCP
Take the file capture.pcap to your computer.
Go to this link upload the file and send the download link to @dlakelan to see it.
Confirm when you do it.
No, i dont have vdsl2 i have FTTH ( fiber to the home)..
And my network devices are simple:
FIBER ---ONT---OPENWRT
It does, because the download shaper is on the egress of the LAN. However it's easy to give the router its own bypass channel.
Ah, thanks for the significant detail I overlooked.
Yes I've seen captures where LUCI jams data onto the pipe at tens of megabits per second for a few milliseconds, it's this massive burst and totally ruins gaming for people on ADSL.
You need to grab that /tmp/capture.pcap and send it to me I will send you a google drive link
Hmm, maybe if people use the on-line bandwidth displays on LUCI, I seem to recall this causing noticeable cyclic CPU load spikes before I stopped looking at the (too coarse anyway) LUCI plots.
Hello!
Been following this thread for a while now and I tested almost every provided Version of the script.
First of all: Thank you to everyone sacrificing their time to make our gaming experience better... especially @dlakelan @Knomax and moeller0! I appreciate your hard work!
While the script is working for me in COD Cold War and Modern Warfare ânormalâ multiplayer, Iâm experiencing some (I guess) randomness in Warzone Battle Royale. Overall the feeling when playing warzone is pretty solid but there are occasions where my bullets arenât registering or it feels like I am a second behind etcâŠ
This is a small capture of a match I played today. I can provide more if you want. Iâm not a 100 % sure what to think about it but why are the send rates so inconsistent? Maybe split packets? ⊠and itâs a bit strange that the receive rate is dropping?
Is there anything I could do to counter this behavior?
Is the packet frame length of 1314 an indicator of split packets?
Hi @Hudra, thanks very much for your report. I agree something looks suspicious. Can you tell me first are you using the latest version of the script which is on github right now?
Second, can you tell me the UPRATE and DOWNRATE you have set? And did you use custom GAMEUP and GAMEDOWN or did you use the automatic versions in the latest script?
Finally, can you post another screenshot of the same packet capture but using units of bits instead of packets? Also can you make the window smaller, something that would fit on a normal laptop screen or some such, it will be easier to read the screenshot thanks
ok i make now
Uploading: Capture dâeÌcran 2020-12-11 aÌ 18.23.54.png...
i have play modern warfare 3 min
it's good for me
I wonder if problems you were having yesterday or so were due to ISP issues, or maybe a configuration problem you fixed today.
Here is a suggestion though, do your packet capture, try playing the game, and during the game trigger a speedtest on a different machine, make sure to capture for at least 30 seconds after end of speed test... and show us what that looks like.
Yes, Iâm using the latest version of the script. ⊠and I used the automatic version of the script. But I tried it with 3000/3000 in the past, but did not do a Wireshark capture.
Game upload guarantee = 4075 kbps
Game download guarantee = 12400 kbps
Btw setup/connection is:
Docsis 100 Down / 30 Up - Modem (Arris Tg3492LG-LC) in bridge mode + should not have Puma 6 chipset
Sadly, the capture is only a few minutes because COD is always shutting down/crashing after using Wireshark for a whileâŠ
Can you copy and paste the exact lines you have for
UPRATE
DOWNRATE
GAMEUP
GAMEDOWN
This will clear up confusion on my part.
also are you running tcpdump on the router? Is your router running out of space for the packet capture, or too much CPU (not enough "idle" time in the top
command) or other issues?
This is the whole script Iâm using:
#!/bin/sh
## "atm" for old-school DSL or change to "DOCSIS" for cable modem, or
## "other" or anything else, for everything else
LINKTYPE="DOCSIS"
WAN=eth0 # change this to your WAN device name
UPRATE=24500 #change this to your kbps upload speed
LAN=eth1
DOWNRATE=80000 #change this to about 80% of your download speed (in kbps)
if [ $((DOWNRATE*10/UPRATE > 100)) -eq 1 ]; then
echo "We limit the downrate to at most 10x the upstream rate to ensure no upstream ACK floods occur which can cause game packet drops"
DOWNRATE=$((10*UPRATE))
fi
## how many kbps of UDP upload and download do you need for your games
## across all gaming machines?
## you can tune these yourself, but a good starting point is this
## formula. this script will not work for UPRATE less than about
## 600kbps or downrate less than about 1000kbps
GAMEUP=$((UPRATE*15/100+400))
GAMEDOWN=$((DOWNRATE*15/100+400))
DSCPSCRIPT="/etc/dscptag.sh"
if [ ! -f $DSCPSCRIPT ]; then
workdir=$(pwd)
echo "You do not have the DSCP tagging script, downloading from github"
cd /etc/
wget https://raw.githubusercontent.com/dlakelan/routerperf/master/dscptag.sh
cd $workdir
fi
## set this to "red" or if you want to differentiate between game
## packets into 3 different classes you can use either "drr" or "qfq"
## be aware not all machines will have drr or qfq available
## also qfq or drr require setting up tc filters!
gameqdisc="red"
if [ $gameqdisc != "red" ]; then
echo "Other qdiscs are not tested and do not work on OpenWrt yet anyway, reverting to red"
gameqdisc="red"
fi
GAMINGIPSET4="realtimeset4"
GAMINGIPSET6="realtimeset6"
## set up your ipsets here:
ipset del realtimeset4 > /dev/null 2>&1
ipset del realtimeset6 > /dev/null 2>&1
ipset create realtimeset4 hash:ip || echo "ERROR: could not create realtimeset4 do you have ipsets working?"
ipset create realtimeset6 hash:ip family inet6 || echo "ERROR: could not create realtimeset6 do you have ipsets working?"
## some examples to add your gaming devices to the realtime sets,
## allows you to have more than one console etc. Just add your ips
## into the list of ips in the for loop
for ip4 in 192.168.1.208 192.168.1.139; do
ipset add realtimeset4 "$ip4"
done
for ip6 in ; do
ipset add realtimeset6 "$ip6"
done
## Help the system prioritize your gaming by telling it what is bulk
## traffic ... define a list of udp and tcp ports used for bulk
## traffic such as torrents. By default we include the transmission
## torrent client default port 51413 and the default TCP ports for
## bittorrent. Use comma separated values or ranges A:B as shown. Set
## your torrent client to use a known port and include it here
UDPBULKPT="51413"
TCPBULKPT="51413,6881:6889"
WASHDSCPUP="yes"
WASHDSCPDOWN="yes"
######################### CUSTOMIZATIONS GO ABOVE THIS LINE ###########
cat <<EOF
This script prioritizes the UDP packets from / to a set of gaming
machines into a real-time HFSC queue with guaranteed total bandwidth
Based on your settings:
Game upload guarantee = $GAMEUP kbps
Game download guarantee = $GAMEDOWN kbps
Download direction only works if you install this on a *wired* router
and there is a separate AP wired into your network, because otherwise
there are multiple parallel queues for traffic to leave your router
heading to the LAN.
Based on your link total bandwidth, the **minimum** amount of jitter
you should expect in your network is about:
UP = $(((1500*8)*3/UPRATE)) ms
DOWN = $(((1500*8)*3/DOWNRATE)) ms
In order to get lower minimum jitter you must upgrade the speed of
your link, no queuing system can help.
Please note for your display rate that:
at 30Hz, one on screen frame lasts: 33.3 ms
at 60Hz, one on screen frame lasts: 16.6 ms
at 144Hz, one on screen frame lasts: 6.9 ms
This means the typical gamer is sensitive to as little as on the order
of 5ms of jitter. To get 5ms minimum jitter you should have bandwidth
in each direction of at least:
$((1500*8*3/5)) kbps
The queue system can ONLY control bandwidth and jitter in the link
between your router and the VERY FIRST device in the ISP
network. Typically you will have 5 to 10 devices between your router
and your gaming server, any of those can have variable delay and ruin
your gaming, and there is NOTHING that your router can do about it.
EOF
ipt64 (){
iptables $*
ip6tables $*
}
setqdisc () {
DEV=$1
RATE=$2
OH=18
MTU=1500
highrate=$((RATE*90/100))
lowrate=$((RATE*10/100))
gamerate=$3
useqdisc=$4
tc qdisc del dev "$DEV" root > /dev/null
case $LINKTYPE in
"atm")
tc qdisc replace dev "$DEV" handle 1: root stab mtu 2047 tsize 512 mpu 68 overhead ${OH} linklayer atm hfsc default 13
;;
"DOCSIS")
tc qdisc replace dev $DEV stab overhead 25 linklayer ethernet handle 1: root hfsc default 13
;;
*)
tc qdisc replace dev $DEV stab overhead 40 linklayer ethernet handle 1: root hfsc default 13
;;
esac
DUR=$((5*1500*8/RATE))
if [ $DUR -lt 25 ]; then
DUR=25
fi
#limit the link overall:
tc class add dev "$DEV" parent 1: classid 1:1 hfsc ls m2 "${RATE}kbit" ul m2 "${RATE}kbit"
# high prio realtime class
tc class add dev "$DEV" parent 1:1 classid 1:11 hfsc rt m1 "$((RATE*90/100))kbit" d "${DUR}ms" m2 "${gamerate}kbit"
# fast non-realtime
tc class add dev "$DEV" parent 1:1 classid 1:12 hfsc ls m1 "$((RATE*75/100))kbit" d "${DUR}ms" m2 "$((RATE*30/100))kbit"
# normal
tc class add dev "$DEV" parent 1:1 classid 1:13 hfsc ls m1 "$((RATE*20/100))kbit" d "${DUR}ms" m2 "$((RATE*50/100))kbit"
# low prio
tc class add dev "$DEV" parent 1:1 classid 1:14 hfsc ls m1 "$((RATE*4/100))kbit" d "${DUR}ms" m2 "$((RATE*15/100))kbit"
# bulk
tc class add dev "$DEV" parent 1:1 classid 1:15 hfsc ls m1 "$((RATE*1/100))kbit" d "${DUR}ms" m2 "$((RATE*5/100))kbit"
## set this to "drr" or "qfq" to differentiate between different game
## packets, or use "pfifo" to treat all game packets equally
REDMIN=$((gamerate*30/8)) #30 ms of data
if [ $REDMIN -lt 3000 ]; then
REDMIN=3000
fi
REDMAX=$((REDMIN * 4)) #200ms of data
case $useqdisc in
"drr")
tc qdisc add dev "$DEV" parent 1:11 handle 2:0 drr
tc class add dev "$DEV" parent 2:0 classid 2:1 drr quantum 8000
tc qdisc add dev "$DEV" parent 2:1 handle 10: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
tc class add dev "$DEV" parent 2:0 classid 2:2 drr quantum 4000
tc qdisc add dev "$DEV" parent 2:2 handle 20: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
tc class add dev "$DEV" parent 2:0 classid 2:3 drr quantum 1000
tc qdisc add dev "$DEV" parent 2:3 handle 30: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
## with this send high priority game packets to 10:, medium to 20:, normal to 30:
## games will not starve but be given relative importance based on the quantum parameter
;;
"qfq")
tc qdisc add dev "$DEV" parent 1:11 handle 2:0 qfq
tc class add dev "$DEV" parent 2:0 classid 2:1 qfq weight 8000
tc qdisc add dev "$DEV" parent 2:1 handle 10: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
tc class add dev "$DEV" parent 2:0 classid 2:2 qfq weight 4000
tc qdisc add dev "$DEV" parent 2:2 handle 20: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
tc class add dev "$DEV" parent 2:0 classid 2:3 qfq weight 1000
tc qdisc add dev "$DEV" parent 2:3 handle 30: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
## with this send high priority game packets to 10:, medium to 20:, normal to 30:
## games will not starve but be given relative importance based on the weight parameter
;;
*)
tc qdisc add dev "$DEV" parent 1:11 handle 10: red limit 150000 min $REDMIN max $REDMAX avpkt 500 bandwidth ${RATE}kbit probability 1.0
## send game packets to 10:, they're all treated the same
;;
esac
INTVL=$((100+2*1500*8/RATE))
TARG=$((2*1500*8/RATE+5))
if [ $((MTU * 8 * 10 / RATE > 50)) -eq 1 ]; then ## if one MTU packet takes more than 5ms
echo "adding PIE qdisc for non-game traffic due to slow link"
for i in 12 13 14 15; do
tc qdisc add dev "$DEV" parent "1:$i" pie limit "$((RATE * 200 / (MTU * 8)))" target "${TARG}ms" ecn tupdate "$((TARG*3))ms" bytemode
done
else ## we can have queues with multiple packets without major delays, fair queuing is more meaningful
echo "adding fq_codel qdisc for non-game traffic due to fast link"
for i in 12 13 14 15; do
tc qdisc add dev "$DEV" parent "1:$i" fq_codel memory_limit $((RATE*200/8)) interval "${INTVL}ms" target "${TARG}ms" quantum $((MTU * 2))
done
fi
}
setqdisc $WAN $UPRATE $GAMEUP $gameqdisc
## uncomment this to do the download direction via output of LAN
setqdisc $LAN $DOWNRATE $GAMEDOWN $gameqdisc
## we want to classify packets, so use these rules
cat <<EOF
We are going to add classification rules via iptables to the
POSTROUTING chain. You should actually read and ensure that these
rules make sense in your firewall before running this script.
Continue? (type y or n and then RETURN/ENTER)
EOF
read -r cont
if [ "$cont" = "y" ]; then
ipt64 -t mangle -F POSTROUTING
ipt64 -t mangle -N dscptag
ipt64 -t mangle -A POSTROUTING -j dscptag
if [ "$WASHDSCPUP" = "yes" ]; then
ipt64 -t mangle -A FORWARD -i $LAN -j DSCP --set-dscp-class CS0
fi
if [ "$WASHDSCPDOWN" = "yes" ]; then
ipt64 -t mangle -A FORWARD -i $WAN -j DSCP --set-dscp-class CS0
fi
source $DSCPSCRIPT
ipt64 -t mangle -A POSTROUTING -j CLASSIFY --set-class 1:13 # default everything to 1:13, the "normal" qdisc
## these dscp values go to realtime: EF, CS5, CS6, CS7
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class EF -j CLASSIFY --set-class 1:11
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class CS5 -j CLASSIFY --set-class 1:11
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class CS6 -j CLASSIFY --set-class 1:11
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class CS7 -j CLASSIFY --set-class 1:11
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class CS4 -j CLASSIFY --set-class 1:12
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class AF41 -j CLASSIFY --set-class 1:12
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class AF42 -j CLASSIFY --set-class 1:12
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class CS2 -j CLASSIFY --set-class 1:14
ipt64 -t mangle -A POSTROUTING -m dscp --dscp-class CS1 -j CLASSIFY --set-class 1:15
if [ "$gameqdisc" = "red" ]; then
echo "Everything is taken care of for RED qdisc"
else
echo "YOU MUST PLACE CLASSIFIERS FOR YOUR GAME TRAFFIC HERE"
echo "SEND GAME TRAFFIC TO 2:1 (high) or 2:2 (medium) or 2:3 (normal)"
echo "Requires use of tc filters! -j CLASSIFY won't work!"
fi
if [ $UPRATE -lt 5000 -a $((DOWNRATE*10/UPRATE > 45)) -eq 1 ]; then
## we need to trim acks in the upstream direction, we let
## through a certain number based on download rate and 540
## byte MSS, then drop 90% of the rest:
ACKRATE=$((DOWNRATE*1000/8/540*150/100))
ipt64 -A forwarding_rule -p tcp -m tcp --tcp-flags ACK ACK -o $WAN -m length --length 0:100 -m limit --limit ${ACKRATE}/second --limit-burst ${ACKRATE} -j ACCEPT
ipt64 -A forwarding_rule -p tcp -m tcp --tcp-flags ACK ACK -o $WAN -m length --length 0:100 -m statistic --mode random --probability .90 -j DROP
fi
iptables -t mangle -F FORWARD # to flush the openwrt default MSS clamping rule
if [ $UPRATE -lt 3000 ]; then
ipt64 -t mangle -A FORWARD -p tcp --tcp-flags SYN,RST SYN -o $LAN -j TCPMSS --set-mss 540
fi
if [ $DOWNRATE -lt 3000 ]; then
## need to clamp MSS to 540 bytes in both directions to reduce
## the latency increase caused by 1 packet ahead of us in the
## queue since rates are too low to send 1500 byte packets at acceptable delay
ipt64 -t mangle -A FORWARD -p tcp --tcp-flags SYN,RST SYN -o $WAN -j TCPMSS --set-mss 540
fi
else
cat <<EOF
Check the rules and come back when you're ready.
EOF
fi
echo "DONE!"
if [ "$gameqdisc" = "red" ]; then
echo "Can not output tc -s qdisc because it crashes on OpenWrt when using RED qdisc, but things are working!"
else
tc -s qdisc
fi
No Iâm not using tcpdump on the router and this is the Load Average 0.08, 0.11, 0.05 on my LUCI status page
@anon78773196 to be clear, this is outstanding game network performance. As far as I know this is unachievable for an old school ADSL connection with less than 1Mbps upload in any other way than to dedicate your line to 100% gaming. So I think it works for you.
If you were running a speedtest you can also try a graph that just has "tcp" in the display filter... this should show the speedtest packets.
@Hudra, your situation is very interesting, because it's definitely unexpected. Some more questions:
- Are you using a wired router, or a router that has wifi turned off, so that all packets coming from the internet go through the ethernet port to get to the rest of your network? This is a requirement for the script to work.
- Are you on a network with other people doing things? Such as streaming youtube or browsing the web or etc?
- Are you capturing on the same machine as your gaming machine? Can you describe your network topology a little?
@anon78773196, that's right... so I see that at 160s of capture you were doing a download, because that huge high spike of packets per second is a flood of ACK packets, this is why we limit the download rates, as well as the ack rates. Because you capture on eth0, each packet appears twice, once on eth0.1 and once on eth0.2... so this is about 1000 acks/second, each one is about 100 bytes, so 1000*8*100 = 800 kbps
upload of JUST ACKS.
Later you did an upload test, which includes a bunch of larger packets... from about 170-200 seconds...
EVEN THOUGH you are flooding your upstream connection with ACKS... at NO TIME did your game even hiccup. I can't stress enough how incredibly insanely good this is. Also even though you were flooding your upstream with data packets from speedtest... again the game didn't budge.