I don't know what to respond here because you didn't address my previous post at all.
What's your underlying problem or what is your goal?
For example:
Are you experiencing packet loss?
Do you have high jitter?
Are you encountering ping spikes in-game that affect your performance?
Does your game (we also don't know what game you're currently playing) feel unresponsive?
Is your game stuttering?
This is a bit like going to a doctor and just saying, “Make me healthy!” without explaining whether your foot hurts, you have a headache, or your stomach is acting up. Without knowing exactly where the problem is, it’s hard to prescribe the right medicine.
Thank you for the clarification, but if there is no difference between EF and CS5, I'll just stick to the game rule.
config rule
option name 'Game_Console_Outbound'
option proto 'udp'
list src_ip '192.168.1.111'
option class 'cs5'
option counter '1'
option trace '0'
option enabled '1'
list dest_port '!=80'
list dest_port '!=443'
or not, because I think the Discord packages will conflict with the game package. I don't know which is more important, the game package or the Discord package. To make my point clear, there is no difference between sound and game in terms of importance. Please clarify my question. ( Regarding if I put the rule on EF)
I don't experience any packet loss.
I think maybe i have jitter.....sometimes during game "timing" seems to be ok...sometimes looks like i am behind the enemy..they saw me first...i play world of tanks in ps4 pro.
In game screen it has a "network meter" showing ping...it doesn't stays stable so it has ping spikes during game...i dont know of course if this meter is "true" value.
These issues i have...in general this "feeling" that i behind the others...maybe sounds silly 2-3 seconds behind the others but they have the chance to kill you because they see you first....maybe this issue caused by server??Some players are closer to server location and they have lower ping?
I have tried both HFSC and CAKE..i didn't figure out that one "works" better than the other.
But on Discord, you're probably just using voice chat with your buddies and in my opinion, that's not as important as the gaming packets. But like I said, that's just my opinion... you can do whatever you want! Your network, your rules.
What should I clarify? I think I answered all your questions?
Jitter is the variation in packet delay over time.... basically, if your ping is fluctuating a lot instead of staying stable, that's jitter. High jitter can cause lag spikes or stuttering, so ideally, you want it to be as low and consistent as possible. But if the jitter originates outside your network, there’s not much you can do about it.
@Knomax Have you tried the things I suggested before?
Mmmh, you are in Greece, no? If you are with OTE (or even if you are with a different ISP) could you run the following on your router and post the result here:
opkg update , opkg install iputils-tracepath mtr-json
# these will take a bit
tracepath -b -4 one.one.one.one
tracepath -b -6 one.one.one.one
# these will take each over 100 seconds...
mtr -ezb4w -c 100 -o LSNBAWVJMXI one.one.one.one
mtr -ezb6w -c 100 -o LSNBAWVJMXI one.one.one.one
The goal is to check whether you might suffer from routing via Deutsche Telekom, which for some gamers results in undesirable jitter. The top two commands also check potential MTU/fragmentation issues. one.one.one.one (1.1.1.1) is not the best proxy for your gaming servers, but should give a decent starting point outside your ISP's own network.
Ah, and since we are talking DSL, maybe you could try to get a screenshot from go-dsl (binaries here), note this will likely not run on your router, so you need a different computer for that).
Go-dsl will show both quiet line noise (QLN) and line chracteristics (Hlog) data that can help with diagnosing signal issues on DSL, see here for examples:
If you take screenshots, please check the "Show minimum/maximum" and "Auto-scale graphs" boxes, and let go-dsl run for a while so it collects meaningful maximum and minimum data.
Also, please start a new thread for the DSL-level debugging, as that has little to do with qosmate
Yes @dave14305 is spot on, however this is easier said than done:
a) quite a number of game servers will not respond to any probe packet
b) such requests might or might not steered towards specific nodes at the data center instead of towards the game servers.
c) the actual IP addresses might change quickly.
Some companies, IIRC blizzard, actually operate looking glass servers in some/all of their server locations but IIUC most gaming companies do not...
So OTE is a customer of DTAG (AS 3320) but not the sole customer, when I try to reach you that goes via level3/century link/lumen and not via AS3320... But that unfortunately does not show much. And OTE seems to have a direct connection to cloudflare, so that is not getting us any closer and we would need to figure out some of the actual game servers if we want to continue with this theory....
I think I didn't understand you, or you didn't understand me. Second, you're right. I'm free. I don't need anyone to remind me of my choices. But I asked for help, and I hope you'll accept it with open arms.
Question: Fast Forwarding (EF) has absolute priority, meaning that game packets won't be affected by anything else on the network. One drawback is that if other EF-rated traffic is present (such as VoIP), it can interfere with gameplay. When I play Rocket League or Rainbow 6 without Discord enabled and chatting with friends, I find the gameplay smoother and my reactions quicker. However, when Discord is enabled, my performance drops. I think the reason is the question I asked you. Finally, I thank you for your hard work and help. May you always be in good health and continue to improve.
@hudra I came back to report that my vlan that I created for the wifi was giving ping fluctuations, as I have a nanopi r2s as the main router and a tp-link archer c6 v.3.20 in bridge mode, and I had created a vlan to have control of the wifi in another ip address, when I removed this vlan everything went back to normal.
I just meant that qosmate is a tool, and how you use it or which rules you apply is entirely up to you. You can choose to prioritize Discord traffic or not. If you do prioritize it, you can use either EF or CS5, since it ends up in the same class anyway (there is an overview in the rules ui) at least when using CAKE with diffserv4 or HFSC.
I previously gave you a rule that should exclude Discord traffic from your Game_Console rule (not tested).
And in addition, I also showed you a few other options:
This is simply not true. EF has a kind of agreed upon conceptual meaning in the RFCs but there is absolutely NO reason to think a random ISP or even more so a random path through the network has its entire path infrastructure configured to actually do anything with EF packets.
It's really best to wash your packets when you release them into the wild. There have been documented examples of DSCP being detrimental within certain ISP networks. Use the DSCP in your network all you want, but likely best to reset it at the boundary.
Placebo imo (I'm also a gamer). Plus, you already have enough internet bandwidth, so it won't be a bottleneck. Just make sure your bufferbloat grade is A+. QoSmate CAKE default settings are very much set and forget.
It's already mentioned in the SQM documentation. SQM (CAKE) needs to actively manage & shape traffic but flow offloading bypasses the mechanisms Cake uses to do that.
You gonna face these outcomes:
Offloaded flows won't be shaped or managed by Cake (SQM won't be effective)
No QoS for offloaded flows. Meaning traffic prioritization & bandwidth control may not work.