I have issue with SQM on PI4, was getting very stuttery movement in game. Now SQM is off and movement is fine in game without any issue.
One more thing Pingplotter to game server was smooth without any packet loss.
Speedtest by Ookla
Server: *****
ISP: *******
Latency: 14.73 ms (0.55 ms jitter)
Download: 21.77 Mbps (data used: 19.0 MB)
Upload: 9.73 Mbps (data used: 4.4 MB)
Packet Loss: Not available.
internet speed package is 20mb download and 10mb upload. VDSL2 with max 1492 MTU available in modem settings and same MTU size is selected in openwrt settings.
Modem is in bridge mode with PI4.
Firmware Version
OpenWrt SNAPSHOT r14475-4a3230683b / LuCI Master git-20.259.37209-95c4082
ACK-filtering really is only advantageous for high asymmetric links and/or bursty physical layers, like docsis, for a VDSL2 link at ~1:2 asymmetry you could easily do without this option. But that is a drive-by observation and very unlikely t be the root cause of your issues...
I assume that this was with SQM on and while playing the game in question?
Since I assume you use PPPoE (which would fit with the 1492 MTU) I would recommend to instantiate SQM on pppoe-wan. But to figure this out, could you post the output of ifstatus wan please?
Thanks! As I inferred pppoe-wan would be a better place for instantiating SQM on. But that again is unlikely to fix your issue.
I would like to see the output of tc -s qdisc first ideally after say 10-20 minutes after a reboot with no network load (sort of idle condition) and then the same while you are playing and encountering the stutters (both ideally recorded close in time and without an addition reboot, or sqm reset, I want to see how cake's counters change between idle and loaded).
Could you post the pingplotter results here, maybe as a screenshot. Or you could also install and run mtr on the router (opkg update ; opkg install mtr ; mtr -ezb4 GAME.SERVER.IP.ADDRESS, just replace GAME.SERVER.IP.ADDRESS with the correct server name or ipv4-address).
These look okayish, except that ~250 ms delay to the game servers should make any non round based gaming pretty much suck. But other than that the only other interesting result seems to be that the forward way seems to run over cogent...
This sudden jump of 100ms with high variability happens at the exit of a private network inside your ISP I assume. So that's likely to be a choke point that you have no control over.
Good thingking! Looking at the DNS name, mrs01 might denote Marseille (since MRS is its airport's code), the next hop's par is probably Paris, followed by lon for London, so Europe for sure, but whois 39.35.0.1 points to Pakistan as origin, so that jump seems really caused by the speed of light in a sea cable connecting Karachi and Marsaille? Interestingly cogent's last hop seems to be in Chicago (ORD is a well known code for Chicago)...
That certainly is a path long enough to accumulate loads of unexpected delay variations. But thinking about this, it might be a good idea to add "rtt 200" to both iqdisc_opts and eqdisc_opts, to relax cake's interval a bit, otherwise it might be too harsh to those long range flows...
routing is best optimized for Europe and we get constant ping to Europe compared to Asia like Singapore or some other location for servers. To Europe it is typically 140-160ms ping and to singapore we get like 110-130ms ping. But in Europe region at least you can understand the language. So i always prefer europe region but i dont know why game developers like to tie game to just a specific region and you cant change the location of server.
here you can see maps for fiber cable connecting our globe.
Thanks to internet we are now in global village just milliseconds away
Mmmh, I would try hard to get into closer by servers, the longer the path the more likely intermittent latency variability is going to get. SQM is decent to fix your own access link, but not very suited to fix upstream path issues...
it's a pc game right? any chance some other application is updating or something dl heavy?
per ip fairness may hinder you if that's the case...
moeller asked for 'tc -s qdisc' while connection was idle for a while and a second when connection was used for a while...?
in this case... maybe one now would help too
tc -s qdisc
you can also go to luci > realtime graphs > connections
and see the top 2-5 in the list if something is chugging data... ( particularly on same pc... cake would likely handle better from elsewhere ) it moves alittle quickly...
the command line tool
iptraf-ng
iptraffic monitor > eth1(or ppp) ( will probably give a much more readable picture )