The battle.net downloader has fairly wide-known issues with slow download speeds and after spending a moment actually looking at the problem from a research perspective, I found that the downloader is spending more of its time sending loopback packets on every port on the machine than actually installing the game.
The issue can be verified using Microsoft’s procmon64 application, enabling all captures except profiling events, and filtering for process name including battle.net and excluding anything that doesn’t have that process name.
I sincerely hope that the devs get the opportunity to look this over, thank you.
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It’s sending these because it’s a peer to peer system. It will use all ports within its application specified range. The other part of the equation is how it manages the install process as each install is different (yours is different than mine, etc.). Because of how CASC encapsulates its files with the index system, a lot of data has to go back and forth to ensure the correct data procedes the previous data that was received. It isn’t a simple sequential check. It has to request data specific to the index being written. And as every install is unique, there is no available straightline sequential download. This is part of why Agent uses up so much CPU when installing and/or patching.
its called QOS. Quality of service feature to avoid everybody download at full speed at same time which will lead to slowdown everybody.
If the downloader starts reading kbps in an era where people are processing network traffic at hundreds of terabytes per second, I’d say that equates to a QOS issue in a different area of the spectrum. Surely playing the actual game in real-time equates to more network traffic than a few kbps?