Network Desync

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xXMETROIXx
Posts: 4
Joined: 09 Oct 2022, 07:46

Network Desync

Post by xXMETROIXx » 31 Jan 2023, 01:28

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. :D

joseph_from_pilsen
Posts: 166
Joined: 01 Apr 2022, 23:51

Re: Network Desync

Post by joseph_from_pilsen » 31 Jan 2023, 12:15

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.

xXMETROIXx
Posts: 4
Joined: 09 Oct 2022, 07:46

Re: Network Desync

Post by xXMETROIXx » 31 Jan 2023, 13:30

joseph_from_pilsen wrote:
31 Jan 2023, 12:15
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.
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

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]

joseph_from_pilsen
Posts: 166
Joined: 01 Apr 2022, 23:51

Re: Network Desync

Post by joseph_from_pilsen » 31 Jan 2023, 23:22

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.

espresso
Posts: 63
Joined: 11 Feb 2022, 04:56

Re: Network Desync

Post by espresso » 01 Feb 2023, 05:55

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

xXMETROIXx
Posts: 4
Joined: 09 Oct 2022, 07:46

Re: Network Desync

Post by xXMETROIXx » 01 Feb 2023, 16:38

espresso wrote:
01 Feb 2023, 05:55
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
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.

https://prnt.sc/E95lfMxyi2cj
joseph_from_pilsen wrote:
31 Jan 2023, 23:22
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.
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 :/

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

triplese
Posts: 130
Joined: 13 Dec 2021, 12:20

Re: Network Desync

Post by triplese » 01 Feb 2023, 17:58

espresso wrote:
01 Feb 2023, 05:55

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:
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

espresso
Posts: 63
Joined: 11 Feb 2022, 04:56

Re: Network Desync

Post by espresso » 02 Feb 2023, 04:25

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
It is a good read and good input.
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.
CSGOSERVERping.jpg
CSGOSERVERping.jpg (158.77 KiB) Viewed 2166 times
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.

triplese
Posts: 130
Joined: 13 Dec 2021, 12:20

Re: Network Desync

Post by triplese » 02 Feb 2023, 17:31

espresso wrote:
02 Feb 2023, 04:25

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.
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.

triplese
Posts: 130
Joined: 13 Dec 2021, 12:20

Re: Network Desync

Post by triplese » 02 Feb 2023, 17:37

xXMETROIXx wrote:
01 Feb 2023, 16:38
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.

https://prnt.sc/E95lfMxyi2cj
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.

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