Re: No FPS gaming possible
Posted: 24 Jul 2025, 04:04
I'm surprised that I'm sending ~100 packets per second (client to game server) when it should be 45 packets per second.
Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™
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Beautifully said. Think about the millions upon millions of gamers out there, playing online FPS games right now as I type and you read this posting, without any kind of problem whatsoever. Now think about how many of those are on a DOCSIS connection. Now think about how many players have an "unoptimized" computer, 3 anti-virus software solutions stacked on top of each other, bloatware as far as the eye can see, loose cooler screws causing thermal throttling 24/7, incorrectly configured RAM in single channel, playing over WiFi with the routher behind 4 concrete walls, and so on. You can think of any possible way to build your computer wrong, at least some tens of thousands of people are playing like that right now without any problem. Same with internet connections: You can even play on a connection with 10% packet loss and you'll not notice the kind of problems you're getting where your view is heavily desynced from the server. This isn't even happening with 100+ ms of ping, and watching CS pros from Russla playing FACEIT with 80+ ping while still being able to outfrag everyone as if they were bots, proves this point.
Might be a clue that you're on a different server. Try this: Capture wireshark data when you're having no problems, and again when you're having problems. Compare the two captures. Do you see any difference?
Not quite how that works. UDP packets are identifiable by a packet number, and you can see the packet numbers in Wireshark. Select a game packet in the capture view, and below you'll find more information. Click on "User Datagram Protocol" to expand the details. It shows the packet number there. From this packet number it's possible for a game to recognize if all data packets have arrived.
Sure, here you go.
