What I mean is that the nvidia captures cause so much input lag that it’s hard to differentiate between latency and input lag, I’ve been monitoring the netgraph while playing basically all morning. As stated, it doesn’t seem to display anything alarming during the minor occurrences as I’ve been having regularly, and the more major issue that pop up like rubber banding hasn’t happened while testing yet, but I’ll keep trying to get a capture until it does.
The blips you mention are very regular and don’t require a death to occur, leading to some very messed up scenarios. Favor the shooter is great, so long as the shooter has the better latency and gets there first, I guess.
I understand what and how packets are prioritized and even gone as far as to set custom QOS rules in the past, on previous modems and routers running Tomato.
I see that in this example, the latency does return to normal after and usually that would be satisfactory, however the fact that it popped up almost lock-step with the movement glitching, just walking around is what made me think it indicated a deeper issue.
You make a valid point on how that MTR was recorded at a single packet/s so I’ve increased the rate to 0.01 (capped to 0.0?) and continued to record a few extra tests. During QP, I see a 4% packet loss on average at the first hop. That might indicate something to look into, given the current “default and isolated” state of my network I’m not sure what could be causing it, but I do also see more examples of 1000+ ms latency continuing down the chain past the cutoff. I’ve posted more examples of the 4% packet loss here:
https://drive.google.com/open?id=1oTJuLTw9MTC1Kn5JNSUIVtHJOGEQcOOS
https://drive.google.com/open?id=1PBTRRM0MexSiXfg05nJt91FBGHZDrl1e
These are simultaneous recording of both the posted ip for US West, as well as the ip of the game server as shown in the netgraph. Given the actual number of packets and the duration of the test, being that of a full qp round, ~3-5min, I’d say this is still less than the packet traffic you’d see under a UDP connection.
I hesitate to hook up any VPN’s due them never providing any benefits in the past, causing hundreds of ms in additional latency and despite claiming to protect your traffic, being one of the least secure methods of doing so while also one of the highest potential for abuse. Do you recommend a VPN specifically, I can’t find any with a reputable profile, just lots of sleezy and overstated advertising claims that prove untrue according to any review not curated directly by the authoring company…
Given my age and experience with game networks on UDP connections both on local networks and hosted, it really feels like the game is constantly fighting me in every action I try to make, sometimes much worse than others which leads to what is classically described as rubber banding. The client simulation does a decent enough job hiding it, but when you feel it, the game might as well end right there.
So do you have any idea what could be the cause of a ~4% packet loss from my local modem on high speed traffic? If I get a chance to record the netgraph doing anything weird I’ll post it, until then I’m just waiting to reproduce and isolate an incident. As you see in the captures, the latency does end on the hop when monitoring the public ip for US West, however the actual game hops show signs that the latency could be building and extend passed the masked hops, of which there are 21 more of, that are unreported.
I’m not entirely certain the latency isn’t hidden on the public IP MTR…
Finally, getting back to the main point, this felt bad enough when I was playing from Vancouver and now that I’m in Alberta, it’s the most frustrating and least enjoyable experience in my current list of games to play, which is quickly making it fall off that list. If you want to keep your player base in this region, something has to be done to improve it, cause at least I have expired every option I am aware of, or that anyone has given me.