hello community, I am new to this forum. For a long time I have been trying to improve my connection to improve marker hits on warzone (call of duty). my current configuration is Starlink router -> Netgear xr1000 router (for geolocation, then TV distribution in living room, bedroom and general connection...) -> Asus RT-66U router with openwrt for PC gaming. I'm simply looking for help to optimize everything for this game knowing that the only setting I made was to activate the HTB and CAKE qos, limit my bandwidth to 85% upload and download and activate UPnP. I would also like to know if using qosify is more optimized for gaming? if yes how to install it? thank you kindly
Starlink probably isn't the mest of ISPs for online gaming, and having another router between the dish and the Asus doesn't help.
Yes, I understand Starlink might be your only option.
thank you for your answer yes I agree, however starlink and still quite stable compared to the ADSL that I was able to have (I manage to have a+) in bufferload with 0ms of +- in upload and download for 27 ms without charge. I'm just looking to make the basic settings and know the different settings you make for this game on an openwrt router
Wire everything from Starlink to the desktop. If that means move the Asus then move it behind the modem and wire to desktop or take it out.
The best you can do is wired. Wi-Fi gaming is not a thing if you are serious.
ah yes sorry I didn't notify it, everything is wired is RJ45, I don't use wifi
Then you are done.
Zero bufferbloat and 27ms ping on Starlink is outstanding.
The wireless to the satellite is the only weak point.
I suppose you could VLAN the desktop and give it a top priority but I don't use VLANs
the result of 27ms and 0ms of bufferload was obtained with the configuration that I currently have, wired in rj45, starlink router -> Netgear xr1000 router -> asus router with qos cake activated. But even with that the hit detection is bad, I think I should look at the dscp setting in order to give priority as much as possible to gaming
I do not play that game, I play C-S and tick rate is server determined. If your game uses a different input timing than server set tick rate that would be an in game setting.
Also, USB hubs can increase input lag
this interests me, it is true that the tickrate on the host side is generally around 50/60, on the client side (mine) it is 80/100, it is not possible to lower it in order to be closer to the customer one (50/60)? what do you mean by usb hub?
could you at least bypass the xr1000, and connect the ASUS directly to the Starlink ?
In a gaming rig, each USB port has a direct path to its own bus. One device, one thing to poll. Take a mouse for instance. You do not want your mouse competing for bandwidth because it is in a constant state of polling.
If you add a hub, then it is more like an ethernet hub where devices either wait in line for a clear chance to send or even collide on really stupid hubs; just like hubs worked in ethernet before we got switches. This adds to the input lag that is inherent because all the busses to the CPU and GPU run at different speeds.
You want your client tick rate to be the same as the server because, well, timing. Sending 65 packets (used loosely) a second to a server that is only accepting 60 packets a second requires buffering or flat out ignoring them.
Tick rate takes all inputs, encapsulates them into a single event and sends them as a package of information. Some tick rates may say "they fired 10 ms into this package and the crosshair was here" and then the server determines who shot first.
IOW the server sends your desktop all pertinate information to you 60 times a second and accepts inputs from you every 60 times a second.
yes of course, I tried but my marker hits were identical, it's even better using the xr1000 before and geolocating the nearest server
this means that for my part I send 100 packets per second but the server only sends 60 so what can create a lag? how to restrict the number of tickrates sent? is it possible ?
Not really: tick rate is symmetrical. xx up xx down. Just too much load to (cpu, network etc) to send every click or 0.0003 dpi movement for all players and their inputs individually..
I do not know in your game. In C-S server decides.
This will save me a lot or typing or missing something.
Where I don't understand is that the 100 tickrate is on my side, does that mean that I'm the one sending too much? Is there no way to fix this? @LilRedDog very interesting link in relation to the link, does this mean that if I restrict my connection, this will lower my client tickrate which is 100? in order to get closer to the server tickrate of 60?
simply by reducing the download and upload speed on the gaming PC and by prioritizing the services on the game ports this improved the marker hits, much less lag, after that I did not check if this influences the tickrate. ..
You seem to be running DD-WRT, unless I am misunderstanding the screen grab in your last post. Please confirm.
yes I tried with this
then you should ask dd-wrt, not us.
Did-wrt has their own support forums.
Ddwrt and openwrt are not even remotely similar. Please ask in the relevant forums.