Re: Counter-Strike 2 Issues
Posted: 03 Nov 2023, 07:34
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
https://forums.blurbusters.com/
How to set It up with different values man? Is there a command to set up mtu?kvix9r wrote: ↑02 Nov 2023, 12:47Thanks, yes I've noticed that too. But other than that everything else seems fine or at least in my perception.
#1 and #2 are my own routers. I am not sure what #3 is?
#1 is a router with openwrt, I should be able to configure it to use MTU 1452
#2 is a fritzbox connected with VDSL2 WAN and I am using it for Wifi. Not sure if MTU is configurable, I think they have an automatic way to deal with fragmentation.
Also what is "Speed optimization is enabled."?
I've set it up to 1452, new result:
MTURoute_after.jpg
Most likely it depends on your router. It should be somewhere in the settings for the WAN interface / Internet access settings.
No it's OK even if you have no response from some routes, it just means they have ping dropped/filtered. The point is to have the same from the first till the last which you do. The 1492 is because ur provider is using PPPoE authentification. I'm just looking for people with clean 1500 to see if they get the same error that's all. Anyway it's better than most of us who have lower values. Valve network admin recently said the problem lies with packets exceeding MTU values of connections so...skkiNN wrote: ↑03 Nov 2023, 11:15https://ibb.co/3dg8THT
this is mine guys... is it bad? "no response from traceroute for this TTL"
https://imgur.com/Z3XPjHn
Code: Select all
CAnimGraphNetworkedVariables::UpdateHistoryElementFromNetworkData( 85333 ) Rewinding time on animgraph interpolation history entries for entity 286 "csgo_viewmodel". 1333.328125 < 1333.359375
CAnimGraphNetworkedVariables::UpdateHistoryElementFromNetworkData( 85333 ) Rewinding time on animgraph interpolation history entries for entity 286 "csgo_viewmodel". 1333.328125 < 1333.359375
CAnimGraphNetworkedVariables::UpdateHistoryElementFromNetworkData( 85507 ) Rewinding time on animgraph interpolation history entries for entity 286 "csgo_viewmodel". 1336.046875 < 1336.078125
CAnimGraphNetworkedVariables::UpdateHistoryElementFromNetworkData( 85507 ) Rewinding time on animgraph interpolation history entries for entity 286 "csgo_viewmodel". 1336.046875 < 1336.078125
CSwapChainBase::QueuePresentAndWait() looped for 21 iterations without a present event.
CSwapChainBase::QueuePresentAndWait() looped for 22 iterations without a present event.
[Shooting] cl: ReadFrameInput - Presented data has no mod info
Yeah, the thing is, I dont have packet loss, I dont have high ping, (on this server my min ping is 34, max ping 60, and avg ping is 38) but the problem still occurs. My pingplotter free trial expired, so I cant see any usefull data other than ping and loss. Command queue indicators which should be all zeros (for perfect connection = 0.0.0.0.0), are all over the place instead (The best I got was 0.1.0.0.0 for a few seconds). Also the netgraph that should be horizontal and straight, or wavy at worst, instead looks like tetris, and there are some red lines which should be packet drop. All of this makes the game the opposite of smooth, enemies running animations are rough and blurry, making me teleport whenever I am shot, because the server thinks I stand in a different place (I would post a video, but cant post external links). All the problems go away when I'am hosting the server from my connection, or play with bots. I'm guessing this has to do something with how my packets are managed by my isp, but I really do not know how to describe the situation to them, since ping and loss are alright. In addition I have about 250-300 avg fps, so it is not a pc problem.joseph_from_pilsen wrote: ↑09 May 2024, 18:25Post pingplotter results to see whether the line has a good quality, good target is (in EU) 85.195.105.43 (quasi faceit server, hosted by velia net the worst faceit server usually, located in Frankfurt).