Hello, first of all I wanted to apologize for my bad English xD, I'm using google translate
I recently changed my ISP because the one I had before was too bad, constant disconnections, A LOT OF DESYNC, bad prices, etc.
I changed ISP and I no longer suffer from disconnections or lag but I still suffer from Desync, not as strong as with the previous ISP but I still have it.
My problem is that I am 90% sure that the desync comes from the ISP since I do not suffer from input lag or stuttering.
I tried to talk several times with the agents of my ISP but many times I don't know how to explain my situation so we have never been able to find a solution.
What can I tell my ISP to see if this problem can be resolved?
Thanks in advance.
Network Desync
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- Joined: 01 Apr 2022, 23:51
Re: Network Desync
I would start with parameters like jitter, packetloss, download latency, upload latency etc. After you measure them, you can make some complaints. E. G. jitter causes always desync as the client is behind server due to compensating the jitter to prevent packets coming in wrong order (at jittery connection the order of packets is wrong as they pass trough with different delay).
Also where and when the desync happens, also keep in mind, that some kind of desync is an issue since 2015 and it seems that its bound to servers, netcode or game engine flaw.
Also where and when the desync happens, also keep in mind, that some kind of desync is an issue since 2015 and it seems that its bound to servers, netcode or game engine flaw.
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- Joined: 09 Oct 2022, 07:46
Re: Network Desync
Hi, thanks for your help!joseph_from_pilsen wrote: ↑31 Jan 2023, 12:15I would start with parameters like jitter, packetloss, download latency, upload latency etc. After you measure them, you can make some complaints. E. G. jitter causes always desync as the client is behind server due to compensating the jitter to prevent packets coming in wrong order (at jittery connection the order of packets is wrong as they pass trough with different delay).
Also where and when the desync happens, also keep in mind, that some kind of desync is an issue since 2015 and it seems that its bound to servers, netcode or game engine flaw.
I did the latency tests on the page https://speed.cloudflare.com/ (I don't know how reliable it is) and it returned these results:
https://prnt.sc/V55jgeEtgIXe
https://prnt.sc/lRcVrWjI-IX8
https://prnt.sc/_MN_t6LgIvJr
Is it normal that, being a symmetrical fiber internet, it shows such uneven results in upload and download?
Where can I do more accurate latency tests?
Thanks in advance
[Moderator Edit -- prnt.sc does not support embedding. I removed the IMG tags to fix the post]
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- Posts: 168
- Joined: 01 Apr 2022, 23:51
Re: Network Desync
The results dont look extra wrong. Use pingplotter to see real time charts. Also your connection is maybe symmetrical but you dont pay symmetrical line as you have assymmetric 400/40 or something similar. But you should use different speedtest, this one tests with very low file sizes causing innacuracy.
Re: Network Desync
xXMETROIXx wrote: ↑31 Jan 2023, 13:30
Hi, thanks for your help!
I did the latency tests on the page https://speed.cloudflare.com/ (I don't know how reliable it is) and it returned these results:
https://prnt.sc/V55jgeEtgIXe
https://prnt.sc/lRcVrWjI-IX8
https://prnt.sc/_MN_t6LgIvJr
Download WinMTR find a Valve CSGO server IP(in the cluster you play the most in) and do long time trace.
In option set interval to 0.1s(100ms) and let it run for 30 min and post results:
https://sourceforge.net/projects/winmtr ... eforge.net
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- Posts: 4
- Joined: 09 Oct 2022, 07:46
Re: Network Desync
Hi!, I ran WinMTR for about 30 minutes on what I think is a CSGO server, is it normal to have lost packets on the gateway address? I even have packets lost on my own ip (the one that is censored), outside of this, does anything look wrong in the tests? Thanks in advance.espresso wrote: ↑01 Feb 2023, 05:55xXMETROIXx wrote: ↑31 Jan 2023, 13:30
Hi, thanks for your help!
I did the latency tests on the page https://speed.cloudflare.com/ (I don't know how reliable it is) and it returned these results:
https://prnt.sc/V55jgeEtgIXe
https://prnt.sc/lRcVrWjI-IX8
https://prnt.sc/_MN_t6LgIvJr
Download WinMTR find a Valve CSGO server IP(in the cluster you play the most in) and do long time trace.
In option set interval to 0.1s(100ms) and let it run for 30 min and post results:
https://sourceforge.net/projects/winmtr ... eforge.net
https://prnt.sc/E95lfMxyi2cj
Hello!, I did the test with PingPlotter for around 10 minutes and I also see lost packets in some connections, apart from that I don't see anything strange :/joseph_from_pilsen wrote: ↑31 Jan 2023, 23:22The results dont look extra wrong. Use pingplotter to see real time charts. Also your connection is maybe symmetrical but you dont pay symmetrical line as you have assymmetric 400/40 or something similar. But you should use different speedtest, this one tests with very low file sizes causing innacuracy.
PS: Shortly after finishing both tests my internet went down for about 20 minutes, did the tests have anything to do with it? xD. Thanks in advance!
https://prnt.sc/xEiMN5rKmdfd
Re: Network Desync
Interval 0.1s in 99% will cause fake loss because rate limit for ICMP. ICMP protocol doesnt designed for such packet rates and will be dropped until admin will find high CPU usage on router and if they have logging he block your IP at all.
See what I wrote about diagnosing internet problems:
viewtopic.php?f=24&t=6498&p=88568#p88568
Re: Network Desync
It is a good read and good input.triplese wrote: ↑01 Feb 2023, 17:58
Interval 0.1s in 99% will cause fake loss because rate limit for ICMP. ICMP protocol doesnt designed for such packet rates and will be dropped until admin will find high CPU usage on router and if they have logging he block your IP at all.
See what I wrote about diagnosing internet problems:
viewtopic.php?f=24&t=6498&p=88568#p88568
But as i and a few other have noticed, when you connect to a server with FTTH your initial Ping is like 12ms, but then after 1 min it jumps to 22-25ms and stays there. One of my Theories is that Valve servers draw their Ping times from ICMP as well and once you have fluctuation ICMPs Pingtimes you see the Net_graph Ping average rise up. Once it is up your lag compensation is upgraded to compensate more while then the majority of your traffic that arrives in the 12ms timeframe will get buffered, thus creating the desync.
Re: Network Desync
As some valve dev say, in console you have ping, in netgraph - latency.
Test it with net_fakelag 50 - in tab you will have 55, in netgraph - 100, seems correct.
So 12+12 is almost 23 (hi volvo how about doing math?)
But I have better math - in console I have 3-4 servers with ping to it 35-38ms (looks like correct), in UI I have message "you lowest ping is 40ms", and when I connect I have in netgraph stable 54ms. HOW? 35+35 is already 70 as minimum, and even 40+40 is definitely not 54. Assymetrical routing? Maybe, but lower than 30ms not possible for my location even with shortest path to closest server.
I dont use netgraph as benchmark, its just shows some abstract random digits.
Re: Network Desync
Your router from the start have rate limit for ICMP (read above), so you dont know how many packets you have sent and how many lost on the way. Set 0.5s or 1s to get no more than 1% loss. If you have any loss with 1s interval on first hop - router/NIC/cable is broken.xXMETROIXx wrote: ↑01 Feb 2023, 16:38Hi!, I ran WinMTR for about 30 minutes on what I think is a CSGO server, is it normal to have lost packets on the gateway address? I even have packets lost on my own ip (the one that is censored), outside of this, does anything look wrong in the tests? Thanks in advance.
https://prnt.sc/E95lfMxyi2cj