Exactly the whack a mole approach sucks. Down prioritizing above a certain packet rate relies on the network behavior and is more reliable.
This is an outstanding speed test result. How is game play?
my game is unplayable i have send mp my gamewireshark files for check if it okay for you !
I have 2 isp, 2 lines at home but this isp is only dedicated to the game, no tv no phone router isp - OpenWrt - PS4 (pc to configure OpenWrt, that's all! I just put the isp router in bridle mode be left in dhcp ..
Your packet capture certainly doesn't look unplayable...
So I don't think you're experiencing packet LOSS. Nor do I think you're experiencing packet delay in your router, the jitter here is not zero, but it shouldn't make things unplayable. In fact when I look, your game has as much jitter on the LAN as on the WAN. so the game just sends a jittery UDP stream.
Are you playing on a console? or a PC? (I see you mention PS4 already)
Can you connect a pc on this side and do mtr 15.161.165.207
that's the server you were connected to at the time
Unfortunately ... My push button habe delay and are not recorded in real time, and the ball on the ground rolls like in the mud.
Yes I play console Ps4 and yes is correct adress ip server games .. I make MTR with OpenWrt , need package for that ? I have MTR for windows ..
mtr for windows is fine. connect your PC to this ISP side of your network, and then run mtr from the PC, or you can install the mtr package on openwrt and do that too, but you need to be sure you're on that particular ISP
run mtr for about 3 minutes and copy and paste the full output here in a preformatted block.
|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| OpenWrt.lan - 1 | 332 | 331 | 0 | 0 | 1 | 0 |
| 192.168.178.1 - 0 | 336 | 336 | 0 | 0 | 3 | 1 |
| lns10.edge.init7.net - 0 | 336 | 336 | 10 | 11 | 15 | 11 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| 5-180-135-161.init7.net - 1 | 332 | 331 | 11 | 14 | 57 | 12 |
| pni-amazon.glb1.init7.net - 0 | 336 | 336 | 10 | 12 | 30 | 12 |
| 52.93.42.22 - 1 | 332 | 331 | 11 | 13 | 33 | 17 |
| 52.93.42.35 - 1 | 332 | 331 | 11 | 12 | 35 | 12 |
| 150.222.245.2 - 0 | 336 | 336 | 17 | 19 | 39 | 19 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| 52.119.155.24 - 1 | 332 | 331 | 20 | 22 | 38 | 22 |
| 52.119.155.11 - 0 | 336 | 336 | 27 | 28 | 44 | 28 |
| 52.119.154.232 - 1 | 332 | 331 | 18 | 20 | 35 | 20 |
| 52.119.154.249 - 1 | 332 | 331 | 17 | 18 | 30 | 18 |
| 52.119.154.50 - 1 | 332 | 331 | 17 | 18 | 34 | 18 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 68 | 0 | 0 | 0 | 0 | 0 |
|________________________________________________|______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider
hmm.. probably means the host itself doesn't respond to ping, so let's take the last responder...
you dropped one packet out of 332, which isn't necessarily a major issue, but it did seem to drop all along the path. you didn't have terrible worst case latency... so I'm not seeing a major issue on the network really.
I wonder if it isn't a problem with the console itself? I know nothing about PS4, can you reset it to factory settings and re-download all the software updates? Is this a major undertaking?
i think the servers only respond with udp? , in your opinion, my game should be clearly enjoyable and enjoyable? I really can not play like that, it looks like I play at 10 HZ instead of 60 HZ ... I can do what better, I have the same problem with my second isp which is different from the one ...
This console is new from March, and I reset, and update and only install just fifa, deleted all my friend messages ..
The game clearly sends at 60Hz but it's also sending occasionally additional packets. I think this is just what it does. Your receive from the server is similar rate... So I think whatever your problem it's not the network. Maybe the game software is just terrible? Have you ever played this game somewhere that it was playable?
I have to play 100 games, for only one is playable and responds in real time, it's 1/100 without changing configuration .. my friends unfortunately do not play fifa, they play cod, bf4.5 .. you have certainly right, bad console version (it heats up and noisy) very busy processor, DDOS? the game despite the updates ?, bad version? .. I find no way out to have a respectable game play
Can you adjust graphics quality downward?
yes i tested down from 1080p to 720p, i changed hdmi cable 10x, bought a 1ms input delay gaming monitor .. new joystick, joystick connected to console by cable. I tried everything, everything that my imagination allowed me to try :), I don't understand, one thing is certain and no matter what I do or change or modify, the only constancy is the latency .. whatever I do nothing changes ..
and yet around 1/100 games are good? That seems to be an indicator right? Perhaps they just have overloaded servers? Can you select servers in the game? Choose something far away? like 80-150ms?
I have to add the netduma R2 router which is equipped with a Geofilter but without being sure to connect it correctly with OpenWrt router, my console's ip address changes to 10.0.0.2 ... yes I just prefer a server of my choice .. for info which is surely important, whether I play on a USA server at 125 ms or in Europe in Milan with 15 ms, gives me exactly the same type of latency ..
what is your internet speed you set in the script?
here is your i/o graph with both UDP and TCP... a lot of spiky TCP is going on.
If the game uses TCP for some of its game data, and if you experience packet loss, then TCP will be delayed as it tries to reconstruct the complete stream of data and does a bunch of re-transmitting.
All of this TCP is marked CS0 which gives it the default 1:13 queue.
Here is the data in terms of bits/100ms (so multiply by 10 to get bits/s)
As you can see the game is doing bursts of TCP at ~4Mbps and is probably doing retransmits... here's a zoom in:
You can see the tcp pulse is sometimes followed by another pulse and a few additional bumps... that's probably retransmits.
Here is a zoom in of two pulses, one is sharp, and the other takes much longer probably due to retransmits.
If I were going to guess, I'd say that the TCP portion of the stream, which is mainly from the server to you, is delayed by the fact that they're using TCP and it's losing some packets and retransmitting, so that game state updates (probably what these are) happen over 0.25 seconds instead of what it should be say 0.025s
Here is my suggestion. Restart the firewall, re-run the script, play the game, and then come back and give us output of
tc -s class show dev eth0.1
and also for eth0.2
this can tell us if maybe the queue system is dropping some of those packets and causing retransmits.
excuse me, I greatly appreciate your dedication to me for your analysis and solution, if you allow me I would like to proceed and respect your procedure as soon as possible, I need a little more time to implement all this knowing that the hour of the evening meal is approaching .. I will get back to you as soon as possible ..