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Re: internet latency & effects on hit registration

Posted: 10 Sep 2019, 15:54
by nick4567
do you guys think maybe upstream errors /error correction is what causes clientside problems "heavy player model, non smooth aim"

Re: internet latency & effects on hit registration

Posted: 15 Jul 2020, 08:59
by K3rneL
I confirm the diagnosis, when you have the problem it cannot be played consistently. As an experienced player with more than 15 years playing it is very easy to notice that no game works consistently. All games work inconsistently, games, the least, in which you are God, and games that you cannot hit. It is definitely a congestion problem, because the sensations vary throughout the day. I tested 4 differents Houses, 4 different ISPs in Spain, same problems on all places, nothing that i can do on my end. Streaming services are worsening all too, because makes ISPs priorize larger packets...

Re: internet latency & effects on hit registration

Posted: 28 Sep 2020, 13:04
by oldschool007
Hello guys,

i have read this forum by chance because i have the same problems and have searched online a lot.
at my place of residence i have tried 3 different ISP so far and nobody really helped. I had 2x VDSL (250/40 and 100/40 mbit) and a business s-dsl with 4 mbit.
my ISP says i have no errors on the line and i have no disconnects or speed drops.
But it is not suitable for playing.
I have tried several VPN (nordvpn and expressvpn). I still have an indescribable delay ingame and bad hit registration.
Opponents see me almost every time earlier and I have a time window of almost zero to react somehow and I play ego shooter since Counterstrike 7.1
I have good reflexes but no chance to react. I also think it is a kind of overload in my area. All 3 connections go the same way to the DSL distributor (don't know the exact word in english, i mean the same way from my house to the DSL distributor)
At home I changed all the hardware and my friend's xbox has the same delay. He doesn't have these problems with his internet at his home. He noticed it after 15 minutes of playing.
i had the following idea: would a cheap leased line solve these problems from the overload?
a leased line is a direct connection to the backbone of an internet provider and not a dial-up connection. Furthermore a leased line is not a shared medium.
for me it is the only sensible thing. If a VPN doesn't provide a solution and different providers with different routing, the error must be in front of it.
I wanted to order a 4 mbit leased line because 4 mbit is still financially possible and 4 mbit would be enough to play. For this i use a 250 mbit vdsl line for the rest of my private use like streaming, downloading updates, surfing.
what do you think? does that make sense?
in a way it sounds a bit overkill to use a leaed line for playing but other things don't help.
I would rather pay three times as much for my internet connection without getting frustrated playing. No normal person can play with this handicap.

Re: internet latency & effects on hit registration

Posted: 28 Sep 2020, 15:53
by nick4567
oldschool007 wrote:
28 Sep 2020, 13:04
Hello guys,

i have read this forum by chance because i have the same problems and have searched online a lot.
at my place of residence i have tried 3 different ISP so far and nobody really helped. I had 2x VDSL (250/40 and 100/40 mbit) and a business s-dsl with 4 mbit.
my ISP says i have no errors on the line and i have no disconnects or speed drops.
But it is not suitable for playing.
I have tried several VPN (nordvpn and expressvpn). I still have an indescribable delay ingame and bad hit registration.
Opponents see me almost every time earlier and I have a time window of almost zero to react somehow and I play ego shooter since Counterstrike 7.1
I have good reflexes but no chance to react. I also think it is a kind of overload in my area. All 3 connections go the same way to the DSL distributor (don't know the exact word in english, i mean the same way from my house to the DSL distributor)
At home I changed all the hardware and my friend's xbox has the same delay. He doesn't have these problems with his internet at his home. He noticed it after 15 minutes of playing.
i had the following idea: would a cheap leased line solve these problems from the overload?
a leased line is a direct connection to the backbone of an internet provider and not a dial-up connection. Furthermore a leased line is not a shared medium.
for me it is the only sensible thing. If a VPN doesn't provide a solution and different providers with different routing, the error must be in front of it.
I wanted to order a 4 mbit leased line because 4 mbit is still financially possible and 4 mbit would be enough to play. For this i use a 250 mbit vdsl line for the rest of my private use like streaming, downloading updates, surfing.
what do you think? does that make sense?
in a way it sounds a bit overkill to use a leaed line for playing but other things don't help.
I would rather pay three times as much for my internet connection without getting frustrated playing. No normal person can play with this handicap.
there is no such thing as a cheap leased line and no they dont solve it i have already tried this although my leased line provider could be shitty theres significant install fees upwards of 3-4k (depending on how close the splice point is to your home generally if its bellow 1/3 of a mile the install tends to be cheaper like 500-1k and if its farther out could be as high as 50k) and the connection ranges from 300+ a month depending on who you go with also make sure to fully read the msa and sla if ur willing to try ask to provide an sla for latency to their edge/core router and get it in writing and also you dont have to sign a term typically with leased lines the cancelation fee is usually the entire length of the term on the bright side if u do happen to get your residential home lit with dia fiber you can try a new provider and the install fee with the new provider is next to nothing as well as the price goes down the typical install for the first line takes 3 months+ do yourself a favor and dont sign a term month to month will be more expensive but if it ends up not working out you can just cancel with no termination fee and try a diff provider (working on this rn) if it does you can negotiate a term and typically get a much lower price

Re: internet latency & effects on hit registration

Posted: 14 Oct 2020, 16:00
by oldschool007
Sorry I'm having a little trouble understanding your post because my English is not that good and a translator has difficulties because there are no punctuation marks :-)

Let me explain it differently: There is fiberglass to the DSL outdoor slam (it is right in front of my door). From there copper cable goes into my house.

I want to continue to use it and not have a 100% fiber optic line through construction work.
That way I have no construction costs.

I want to use a 4 mbit down/4 mbit up leased line, because it is enough to play and I would pay 160 Euro per month.
I hope that with a fixed connection to the backbone of the ISP the problems with bad gaming performance, delay, packet loss will be solved.

A leased line has no pre-stages like nodes, distributors (don't know the English words), it skips the local congestion.

I have read that 60-120 people use one line together, with a Leased Line only me.

If local congestion is really the problem then the leased line should solve it. There is also nothing better, it is the state of art.

It is the better solution than moving, because moving is also the lottery again.
As I said I am a layman but I can only explain it logically.

i will take these steps. After I had 3 different ISPs at home the problem can only occur between my house and all the lines but before the routing/backbone.

It would be a 12 month contract but the 160 euro per month I would like to pay for a perfect gaming with super hitreg and without annoying delay.

Re: internet latency & effects on hit registration

Posted: 14 Oct 2020, 22:40
by nick4567
oldschool007 wrote:
14 Oct 2020, 16:00
Sorry I'm having a little trouble understanding your post because my English is not that good and a translator has difficulties because there are no punctuation marks :-)

Let me explain it differently: There is fiberglass to the DSL outdoor slam (it is right in front of my door). From there copper cable goes into my house.

I want to continue to use it and not have a 100% fiber optic line through construction work.
That way I have no construction costs.

I want to use a 4 mbit down/4 mbit up leased line, because it is enough to play and I would pay 160 Euro per month.
I hope that with a fixed connection to the backbone of the ISP the problems with bad gaming performance, delay, packet loss will be solved.

A leased line has no pre-stages like nodes, distributors (don't know the English words), it skips the local congestion.

I have read that 60-120 people use one line together, with a Leased Line only me.

If local congestion is really the problem then the leased line should solve it. There is also nothing better, it is the state of art.

It is the better solution than moving, because moving is also the lottery again.
As I said I am a layman but I can only explain it logically.

i will take these steps. After I had 3 different ISPs at home the problem can only occur between my house and all the lines but before the routing/backbone.

It would be a 12 month contract but the 160 euro per month I would like to pay for a perfect gaming with super hitreg and without annoying delay.
thats not bad at all will it be a new copper line going through the same conduit it is infact state of the art you're not wrong but make sure you are guarenteed in writing the lowest possible latency you can get

Re: internet latency & effects on hit registration

Posted: 25 Oct 2020, 23:46
by howiec
Couple things to note that may already be obvious to some:
  • Use the "best" modem available, e.g. as of today get a 32x8 Docsis 3.1 modem with other good specs/features assuming you're using cable.
  • If buying an OTS router, get one with quad+ core and other good specs/features.
All of these help minimize and provide more consistent latencies while maximizing throughput.

And obviously diagnose/test your connection with only your optimized PC connected via Ethernet first.

Re: internet latency & effects on hit registration

Posted: 01 Nov 2020, 06:48
by mello
howiec wrote:
25 Oct 2020, 23:46
All of these help minimize and provide more consistent latencies while maximizing throughput.

And obviously diagnose/test your connection with only your optimized PC connected via Ethernet first.
None of these things matter one bit. This is not about latency, throughput or anything that is on your side, including modem / router, PC and how it is configured or optimized etc.

Re: internet latency & effects on hit registration

Posted: 04 Nov 2020, 11:33
by mello
nick4567 wrote:
10 Sep 2019, 15:54
do you guys think maybe upstream errors /error correction is what causes clientside problems "heavy player model, non smooth aim"
Well... as i have mentioned in one of my recent posts here i have been looking into this whole thing once again. And i can say this once again... BINGO ! as it is exactly one of my conclusions. The reason for all the problems people are experiencing is throttling / error correction on the upstream channel (UDP packets that are being send out to the server). And it is not something that happens randomly & by chance (like ping spikes / packet loss), this is a deliberate action undertaken by certain ISP's to control & prevent network congestion. When that happens:

- downstream & upstream UDP packets become desynchronized
- upstream UDP packets are being affected by throttling / error correction, which means artificial delays are being added and that causes packets to arrive late and out of order

This in return completely messes up the online FPS gaming dynamics. It proves and once again reinforces all the things that have been known since around year 2000. It is all the fault of the lousy ISP's which are trying to cut corners without addressing the root cause of the problems within their own networks. And obviously, they have literally no idea that are they destroying online gaming experience for hundreds of thousands gamers around the world. And at the same time, many less skilled, less knowledgeable and less perceptive gamers don't even know that they are literally being skill capped by their own ISP's.

User Ekwalipt mentioned something very crucial in this thread.
...
People should know that their level of play is actually much, much higher than they think.
...
As I said, my goal is to break through this global problem with input lag to the masses, so that people know that in fact their level of play is much, much higher than they think. All eSports players are ordinary people who have ideal conditions for playing (input lag is 0), which is why there are very few eSports players, because there are very few people who do not have Input lag(you Need perfect electricity without electromagnetic interference). Some people have less Input lag, others have more, and eSports players do not have any at all, and this is unfair.
This guy knows what's up but he ultimately came to the wrong conclusions. This has nothing to do with electricity & electromagnetic interference and has everything to do with internet and what i have explained above. Your "online" skill is literally dependent on your ISP, and some people are stuck with really shitty ISP's for life unless they move and get lucky. This is also the reason why there are many streamers who are nothing special really with only avarage / above average skills, yet they are able to play with people at high level (online) and appear to the uneducated public as skilled players (high scores, good kills, highlight reels ect.), when they really aren't. When you have zero problems with hit registration & enemy model positioning / visibility, then you can easily kill much better players (including high skilled & even pro players) than yourself, who are levels above you.

And this here, ladies and gentleman, is the biggest problem & failure in online gaming / pro gaming community.
Unfortunately, not many people know about it, and when someone complains it is usually dismissed as whining etc.

Re: internet latency & effects on hit registration

Posted: 04 Nov 2020, 16:05
by Unixko
mello wrote:
04 Nov 2020, 11:33
nick4567 wrote:
10 Sep 2019, 15:54
do you guys think maybe upstream errors /error correction is what causes clientside problems "heavy player model, non smooth aim"
Well... as i have mentioned in one of my recent posts here i have been looking into this whole thing once again. And i can say this once again... BINGO ! as it is exactly one of my conclusions. The reason for all the problems people are experiencing is throttling / error correction on the upstream channel (UDP packets that are being send out to the server). And it is not something that happens randomly & by chance (like ping spikes / packet loss), this is a deliberate action undertaken by certain ISP's to control & prevent network congestion. When that happens:

- downstream & upstream UDP packets become desynchronized
- upstream UDP packets are being affected by throttling / error correction, which means artificial delays are being added and that causes packets to arrive late and out of order

This in return completely messes up the online FPS gaming dynamics. It proves and once again reinforces all the things that have been known since around year 2000. It is all the fault of the lousy ISP's which are trying to cut corners without addressing the root cause of the problems within their own networks. And obviously, they have literally no idea that are they destroying online gaming experience for hundreds of thousands gamers around the world. And at the same time, many less skilled, less knowledgeable and less perceptive gamers don't even know that they are literally being skill capped by their own ISP's.

User Ekwalipt mentioned something very crucial in this thread.
...
People should know that their level of play is actually much, much higher than they think.
...
As I said, my goal is to break through this global problem with input lag to the masses, so that people know that in fact their level of play is much, much higher than they think. All eSports players are ordinary people who have ideal conditions for playing (input lag is 0), which is why there are very few eSports players, because there are very few people who do not have Input lag(you Need perfect electricity without electromagnetic interference). Some people have less Input lag, others have more, and eSports players do not have any at all, and this is unfair.
This guy knows what's up but he ultimately came to the wrong conclusions. This has nothing to do with electricity & electromagnetic interference and has everything to do with internet and what i have explained above. Your "online" skill is literally dependent on your ISP, and some people are stuck with really shitty ISP's for life unless they move and get lucky. This is also the reason why there are many streamers who are nothing special really with only avarage / above average skills, yet they are able to play with people at high level (online) and appear to the uneducated public as skilled players (high scores, good kills, highlight reels ect.), when they really aren't. When you have zero problems with hit registration & enemy model positioning / visibility, then you can easily kill much better players (including high skilled & even pro players) than yourself, who are levels above you.

And this here, ladies and gentleman, is the biggest problem & failure in online gaming / pro gaming community.
Unfortunately, not many people know about it, and when someone complains it is usually dismissed as whining etc.
oh shit thats why it happens without a internet in offline mode