For Users On Time Warner - Lag Issues
#301
Posted 09 February 2015 - 01:41 PM
#302
Posted 09 February 2015 - 01:53 PM
#303
Posted 09 February 2015 - 05:58 PM
#304
Posted 10 February 2015 - 11:47 AM
Ed Steele, on 07 February 2015 - 03:29 AM, said:
Yep, both them and Wtfast.
Pingzapper is working with me now to add official support.
Ed Steele, on 09 February 2015 - 05:58 PM, said:
Good to hear Pingzapper is working.
We're still working on getting TWC to play nice, but until they do my only option is to start reaching out to VPN providers and getting them to add official support for our game.
Please enjoy!
#305
Posted 10 February 2015 - 01:08 PM
Jon Cunningham, on 10 February 2015 - 11:47 AM, said:
Yep, both them and Wtfast.
Pingzapper is working with me now to add official support.
Good to hear Pingzapper is working.
We're still working on getting TWC to play nice, but until they do my only option is to start reaching out to VPN providers and getting them to add official support for our game.
Please enjoy!
Your effort is appreciated.
#306
Posted 12 February 2015 - 03:33 PM
#307
Posted 12 February 2015 - 05:50 PM
#308
Posted 12 February 2015 - 07:50 PM
However, after the last patch, I've not used pingzapper. And for almost 2 weeks, not experienced any "ping" issues. My ping isn't as high as it once was (40ms) but it is a constant 80-90 through the night, to include prime time.
I don't know if there has been any optimizatons or what not on PGI's part or the ISPs involved, but my problems are gone for now.
#309
Posted 13 February 2015 - 05:23 AM
Of course, that's just my personal conspiracy theory.
#310
Posted 13 February 2015 - 11:16 AM
Just an update. It looks like for quite a few users this issue has been abating. We have been working out alternate paths, working with our DC partner(s) to acquire new peers, optimizing our traffic with as many regional entities as we can manage, and working with VPN providers to get around throttling issues.
I want to thank everyone in the community that has contributed information, contacts, debug steps, for folks who have opened tickets with TWC or put pressure on them. Especially Fierostetz, Kin3ticX, SoggyGorilla, Fierostatz and others.
While optimizing this will still be an ongoing issue, especially for folks getting hit by regional throttling, a lot of progress has been made since we started working on it.
#311
Posted 13 February 2015 - 11:31 AM
#312
Posted 13 February 2015 - 12:04 PM
Jon Cunningham, on 13 February 2015 - 11:16 AM, said:
Just an update. It looks like for quite a few users this issue has been abating. We have been working out alternate paths, working with our DC partner(s) to acquire new peers, optimizing our traffic with as many regional entities as we can manage, and working with VPN providers to get around throttling issues.
I want to thank everyone in the community that has contributed information, contacts, debug steps, for folks who have opened tickets with TWC or put pressure on them. Especially Fierostetz, Kin3ticX, SoggyGorilla, Fierostatz and others.
While optimizing this will still be an ongoing issue, especially for folks getting hit by regional throttling, a lot of progress has been made since we started working on it.
Yay! I have noticed an improvement. I have been running without a VPN for a few days. You should post this on hpg so that everyone there knows they should be on the lookout for improvements.
#313
Posted 13 February 2015 - 08:58 PM
#314
Posted 14 February 2015 - 09:55 AM
Fierostetz, on 10 December 2014 - 10:13 AM, said:
Here's a snapshot of my traffic shaping queues. I cleared the queue stats right before playing for a little while last night. I played a few drops on my regular connection (the qgames queue) and 1-2 drops via VPN (tunneled and categorized into the "qdefault" queue (port 443)).
Here's how the traffic queues are defined - this is the MWO section rules
Here's the most recent traceroute (much improved from immedately after the server move, after the server move, for a while, I was getting 90 something hops to get out of SoCal)
Speedtest
Pingtest
Additional troubleshooting stuff I've also tried
- Switching between multiple Motorola SB6141 routers. (Best downstream performance)(I have a bunch of them).
- Using the new ARRIS router provided by TWC. (10+ minutes to sync?? WTF channel bonding!? Best upstream performance).
- Yes I've run it with the computer direct-connected to the modem (sb6141 and the new arris, model number not available at the moment) and there were no changes.
The lag spikes, etc. were not present in any other games or applications I've tried running, and I've been leaning hard on the network while testing some workstation virtualization stuff from work to home. No packet loss while doing that or anything else, but once I start the MWO client the packet drops start as soon as I click "launch".
In my case I have the Trendmicro DPI engine running on my home router. It reports my UDP game traffic as eMule, which is P2P traffic. I wonder if ISPs arn't throwing P2P (MWO packets) into a lower priority queue, which manifests as lag spikes in game when the ISPs buffers start to tail drop during busy periods?
Edited by eta0h, 14 February 2015 - 10:07 AM.
#315
Posted 14 February 2015 - 01:52 PM
#316
Posted 14 February 2015 - 04:30 PM
Mogney, on 14 February 2015 - 01:52 PM, said:
Unlikely - try doing a traceroute and look for any excessively bad hops, or get the free version of pingplotter and hit the mwo server.
eta0h, on 14 February 2015 - 09:55 AM, said:
In my case I have the Trendmicro DPI engine running on my home router. It reports my UDP game traffic as eMule, which is P2P traffic. I wonder if ISPs arn't throwing P2P (MWO packets) into a lower priority queue, which manifests as lag spikes in game when the ISPs buffers start to tail drop during busy periods?
That was long my suspicion, but over the past few days it IS improving.
Edited by Fierostetz, 14 February 2015 - 04:30 PM.
#317
Posted 15 February 2015 - 05:15 PM
#318
Posted 16 February 2015 - 08:51 PM
As well as a pingplotter from this evening, no VPN
As well as with VPN (right now)
Thanks PGI guys for your efforts on our behalf - it's much appreciated, and it's even better to get validation that something we suspected was a problem... actually was!
#319
Posted 21 February 2015 - 02:25 PM
#320
Posted 21 February 2015 - 04:08 PM
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