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Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 01 Aug 2026, 09:36
by vnb
xVenom wrote:
01 Aug 2026, 05:59

First of all your way of seeing it as 2mb/s per client is wrong. Your logic is everyone uploading 2mb/s at sametime. it is never gonna happen. We are talking about upload. can you share your 24h upload monitoring? lets see even if you hit peek of 100mb for a whole min. Even if you are uploading a 5gb file it would take 50sec at 100mb speed. if you still disagree feel free to prove your point with any evidence from olt side.
You don't even understand how the graph you shared works lmao... Do you understand that this graph is not a continuous monitoring software?

It works like this : Each 5 min it takes a snapshot of the of DL and UP value at the OLT.

So essentially let's say that you sit in a McDonald's and your job is to count the consumers but you have to close your eyes for a 5 minutes period, then open them briefly to quickly count the consumers, write it down on a paper then close your eyes again for 5 min, rinse and repeat. this is what this graph is representing... it is a misrepresentation of reality.

In between each 5 minutes periods where your eyes were closed there will be numerous consumers that went in and out but you will be missing them due to having your eyes closed.

If you show this kind of data to ISP admins, they will laugh it all off in your face. the person who shared this data on the link you provided just wanted to brag or appear cool on a forum but trust me deep down he knows this graph is valueless ;)

Do you understand that ISP monitoring softwares are under NDA and nobody would share sensible data on a public forum? If you think this graph you shared is one of those thing, oh boy you are clueless :lol:

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 03 Aug 2026, 06:42
by xVenom
vnb wrote:
01 Aug 2026, 09:36
xVenom wrote:
01 Aug 2026, 05:59

First of all your way of seeing it as 2mb/s per client is wrong. Your logic is everyone uploading 2mb/s at sametime. it is never gonna happen. We are talking about upload. can you share your 24h upload monitoring? lets see even if you hit peek of 100mb for a whole min. Even if you are uploading a 5gb file it would take 50sec at 100mb speed. if you still disagree feel free to prove your point with any evidence from olt side.
You don't even understand how the graph you shared works lmao... Do you understand that this graph is not a continuous monitoring software?

It works like this : Each 5 min it takes a snapshot of the of DL and UP value at the OLT.

So essentially let's say that you sit in a McDonald's and your job is to count the consumers but you have to close your eyes for a 5 minutes period, then open them briefly to quickly count the consumers, write it down on a paper then close your eyes again for 5 min, rinse and repeat. this is what this graph is representing... it is a misrepresentation of reality.

In between each 5 minutes periods where your eyes were closed there will be numerous consumers that went in and out but you will be missing them due to having your eyes closed.

If you show this kind of data to ISP admins, they will laugh it all off in your face. the person who shared this data on the link you provided just wanted to brag or appear cool on a forum but trust me deep down he knows this graph is valueless ;)

Do you understand that ISP monitoring softwares are under NDA and nobody would share sensible data on a public forum? If you think this graph you shared is one of those thing, oh boy you are clueless :lol:
Well its people like you who cant prove anything with evidence brag about knowing too much. yes,it is taken in 5 min interval and by your logic you are saying it exactly saturates between that 5min always? Stop covering your logic behind saying monitoring will be under NDA. Prove it with data. This place is to discuss and if you disagree with someone prove it with data or a study. being sarcastic doesn't make you right but an disrespect to everyone taking time to read it. what a waste of time

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 03 Aug 2026, 09:50
by darkbebe
I personally think

it's isp problem & the physical network itself. the same happens to me on cs go / cs 2 (driving me crazy for years i did every possible tests) & it's almost the same on every fps game (valorant apex cod etc) cod is less noticeable but still (depending on UDP packet). During late night it hits well when there is low neighbour & global internet usage .

internet can be dogshit depending in the area you are , and the infrastructure quality. With fiber GPON the initial signal connection coming in your neighbourhood is divided & shared with 64 to 128 people. It can depends on the nodes and routes that your isp does too.

I live in an island & i see some people having good hit register in other towns when i can't hit anything. and sometimes they can't when i can. but my town is the biggest town with a lot of buildings no matter what is the area so most of the time hit register is awful. and ofc many games we all can't hit properly. nodes are very limited on an island. i tested it in a full building area , it was way more awful no matter what isp i had than in a light residential area.

the nightmare hitreg peak is often during holidays , week end or at the night's beginning when everyone are on their phone & tv at home. I noticed that when there is a irl event that makes most of people going out , the hit reg becomes really good.

I think the more you are surrounded by residential buildings , the more you'll suffer from this problem.

tested 4 isp , fiber 4g 5g . even starlink. starlink suffers from the same problem for my region (depends on africa , and there a a lot of africans on very few global bandwidth).
On this website you can find many Isp bandwidth including starlink ! https://www.peeringdb.com/
On the website you'll see that bandwidth depends on the destination & route. as for example for my isp we have 10gb to singapour , 100gb to south africa , 10gb to france and 2gb internal island network.
The way they deal with bandwidth usage must create a distortion on udp packets.

tested emi theories , electricity , many different computers , differents places
conclusion it's isp

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 03 Aug 2026, 22:59
by Kipperii
darkbebe wrote:
03 Aug 2026, 09:50
I personally think

it's isp problem & the physical network itself. the same happens to me on cs go / cs 2 (driving me crazy for years i did every possible tests) & it's almost the same on every fps game (valorant apex cod etc) cod is less noticeable but still (depending on UDP packet). During late night it hits well when there is low neighbour & global internet usage .

internet can be dogshit depending in the area you are , and the infrastructure quality. With fiber GPON the initial signal connection coming in your neighbourhood is divided & shared with 64 to 128 people. It can depends on the nodes and routes that your isp does too.

I live in an island & i see some people having good hit register in other towns when i can't hit anything. and sometimes they can't when i can. but my town is the biggest town with a lot of buildings no matter what is the area so most of the time hit register is awful. and ofc many games we all can't hit properly. nodes are very limited on an island. i tested it in a full building area , it was way more awful no matter what isp i had than in a light residential area.

the nightmare hitreg peak is often during holidays , week end or at the night's beginning when everyone are on their phone & tv at home. I noticed that when there is a irl event that makes most of people going out , the hit reg becomes really good.

I think the more you are surrounded by residential buildings , the more you'll suffer from this problem.

tested 4 isp , fiber 4g 5g . even starlink. starlink suffers from the same problem for my region (depends on africa , and there a a lot of africans on very few global bandwidth).
On this website you can find many Isp bandwidth including starlink ! https://www.peeringdb.com/
On the website you'll see that bandwidth depends on the destination & route. as for example for my isp we have 10gb to singapour , 100gb to south africa , 10gb to france and 2gb internal island network.
The way they deal with bandwidth usage must create a distortion on udp packets.

tested emi theories , electricity , many different computers , differents places
conclusion it's isp
yes, my lte network is so much better than my xgs-pon(jitter<1ms)

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 04 Aug 2026, 00:45
by vnb
darkbebe wrote:
03 Aug 2026, 09:50
I personally think

it's isp problem & the physical network itself. the same happens to me on cs go / cs 2 (driving me crazy for years i did every possible tests) & it's almost the same on every fps game (valorant apex cod etc) cod is less noticeable but still (depending on UDP packet). During late night it hits well when there is low neighbour & global internet usage .

internet can be dogshit depending in the area you are , and the infrastructure quality. With fiber GPON the initial signal connection coming in your neighbourhood is divided & shared with 64 to 128 people. It can depends on the nodes and routes that your isp does too.

I live in an island & i see some people having good hit register in other towns when i can't hit anything. and sometimes they can't when i can. but my town is the biggest town with a lot of buildings no matter what is the area so most of the time hit register is awful. and ofc many games we all can't hit properly. nodes are very limited on an island. i tested it in a full building area , it was way more awful no matter what isp i had than in a light residential area.

the nightmare hitreg peak is often during holidays , week end or at the night's beginning when everyone are on their phone & tv at home. I noticed that when there is a irl event that makes most of people going out , the hit reg becomes really good.

I think the more you are surrounded by residential buildings , the more you'll suffer from this problem.

tested 4 isp , fiber 4g 5g . even starlink. starlink suffers from the same problem for my region (depends on africa , and there a a lot of africans on very few global bandwidth).
On this website you can find many Isp bandwidth including starlink ! https://www.peeringdb.com/
On the website you'll see that bandwidth depends on the destination & route. as for example for my isp we have 10gb to singapour , 100gb to south africa , 10gb to france and 2gb internal island network.
The way they deal with bandwidth usage must create a distortion on udp packets.

tested emi theories , electricity , many different computers , differents places
conclusion it's isp
YES. what people don’t realise is that nowadays most ISPs use asymmetric routing. Said otherwise; they do not use the same path for traffic going out (outbound) as for traffic coming back in (inbound).

You as a consumer only have a visual of the outbound traffic (your classic winMTR) but you have no visual on the inbound path, only your ISP has.

Let me give you an example : My current ISP is using Tier 1 routing for Inbound traffic but not for the outbound (they use their own tier 3 with lots of IP transits)

The result?

Inbound from Kiev to Brussels : 5 hops
Outbound from Brussels to Kiev : 16 hops

my packets needs to travel 16 routers before reaching their destination in Kiev while for the packets coming in from Kiev? only 5 hops.

Second example:

Inbound from Istanbul to Brussels : 7 hops
Outbound from Brussels to Istanbul : 19 hops

Again my packets needs to travel 19 routers before reaching Istanbul, while a turkish guy from Istanbul only needs 7 hops to reach me.

In my opinion this kind of routing discrepancy is what is heavily linked to create the out of sync feeling in online gaming.

xVenom wrote:
03 Aug 2026, 06:42

Well its people like you who cant prove anything with evidence brag about knowing too much. yes,it is taken in 5 min interval and by your logic you are saying it exactly saturates between that 5min always? Stop covering your logic behind saying monitoring will be under NDA. Prove it with data. This place is to discuss and if you disagree with someone prove it with data or a study. being sarcastic doesn't make you right but an disrespect to everyone taking time to read it. what a waste of time
Where did i say that it always saturate in-between the 5 min snapshot interval? Never said that. All i said is that it is a false representation of reality and nobody in the industry take that kind of graph seriously because internally, ISPs have much more advanced CONTINUOUS monitoring softwares.

Once again the graph that you shared previously is the equivalent of pinging A SINGLE TIME an IP address each 5 minutes instead of using a better granularity like pinging each couple of seconds for example.

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 04 Aug 2026, 06:22
by oenay
And why i have same problem? Im from germany playing on german faceit servers with 4 ping. Winmtr has maximum 5 hops inbound i dont know how to look? Whats my problem then xD

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 04 Aug 2026, 08:03
by vnb
oenay wrote:
04 Aug 2026, 06:22
And why i have same problem? Im from germany playing on german faceit servers with 4 ping. Winmtr has maximum 5 hops inbound i dont know how to look? Whats my problem then xD
holy shit, do a least a little bit of effort to read my guy... YOU CAN NOT KNOW YOUR INBOUND ROUTING PATH, what you see in winMTR is the OUTBOUND PATH.

you guys have serious reading comprehension, no wonder why all the users that helped a lot in the past quit this forum...

Also let's not talk about Germany, Austria and Poland, all three are notoriously known for their routing issues. Germany used to buy IP transit from the US cuz it was cheaper for them btw.

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 05 Aug 2026, 01:48
by spkii
Then if ISP is problem, whats solution?

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 05 Aug 2026, 06:26
by darkbebe
spkii wrote:
Yesterday, 01:48
Then if ISP is problem, whats solution?
You can find a place with less congestion , i have the idea to rent some airbnb in small towns with lot of houses to do the test . For me the real hope will come from the sky , starlink & amazon leo if they keep improving.
Starlink improved a lot lately for my island we don't have disconnects anymore and the ping is between 36 to 50 and they are about to use their new satellites generation with less ping in 6 months -1 year !

btw where do you live? Me Reunion island

Re: Has anyone found a fix to desync in games? (Behind the server feeling)

Posted: 05 Aug 2026, 06:49
by spkii
darkbebe wrote:
Yesterday, 06:26
spkii wrote:
Yesterday, 01:48
Then if ISP is problem, whats solution?
You can find a place with less congestion , i have the idea to rent some airbnb in small towns with lot of houses to do the test . For me the real hope will come from the sky , starlink & amazon leo if they keep improving.
Starlink improved a lot lately for my island we don't have disconnects anymore and the ping is between 36 to 50 and they are about to use their new satellites generation with less ping in 6 months 1 yeah !

btw where do you live? Me Reunion island
Spain.