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Old 12-03-2012, 04:49 PM   #26
Klavshc
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As others have already stated, sub 100 ms is actually very decent ping, so if your game stutters or sucks, then it is something else, not your ping.

Please do what has been suggested and run the ping command: ping -n 100 stratosfear.ravenhurst.com
or
ping -n 100 google.com

Look at the results, especially packet loss.

Your router might suck, your modem might suck, your computer might suck, impossible for us to say, but calling sub 100 ms poor is a mistake imo.
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Old 12-03-2012, 05:03 PM   #27
Cabletek
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Default Frame Per second in a First Person Shooter, the debate rages on.

In addition to what klavshc just said at a command line run ipconfig /all and note the GATEWAY IP for your ethernet connection.

Run a second cmd window when you ping the raven address or google or whatever and ping the gateway IP address. If you have packet loss on this one its more local to YOU. Faulty Ethernet cable, overheating computer, bad modem. After that you get into the phone wires causing the issue, running a test like the line quality tool from broadbandreports.com might help you more with where it is occurring. It's sort of a more visual ping.

Only other thing I can think of is your server admin sucks and forgot to cap the Frames Per Second and you're running like 200FPS which the NETCODE for the game is linked to and it just cannot keep up. If everything shows OK packet loss wise using ping command but not in quake 2, I would think about looking up the console commands to limit my frames per second to like 60 or 90 which is what the server admin should already be doing.

additional note when using ping do a decent ping not the default 4 packet test either by using -t which runs forever, or -n 500 so that like 500 packets over a minute or 2 are sent out and tested.

eg

ping 192.168.100.1 -n 500
ping 192.168.100.1 -t

Last edited by Cabletek; 12-03-2012 at 05:05 PM. Reason: I suck at teh typing.
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Old 12-03-2012, 10:23 PM   #28
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Microsoft Windows [Version 6.1.7600]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.

CUsers\Derrick>ping -n 100 stratosfear.ravenhurst.com

Pinging stratosfear.ravenhurst.com [184.106.239.230] with 32 bytes of data:
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=75ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=76ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=70ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=130ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=142ms TTL=51
Reply from 184.106.239.230: bytes=32 time=127ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=116ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=70ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=76ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=70ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=85ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=79ms TTL=51
Reply from 184.106.239.230: bytes=32 time=76ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=75ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=81ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=82ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=70ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=84ms TTL=51
Reply from 184.106.239.230: bytes=32 time=77ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=79ms TTL=51
Reply from 184.106.239.230: bytes=32 time=77ms TTL=51
Reply from 184.106.239.230: bytes=32 time=76ms TTL=51
Reply from 184.106.239.230: bytes=32 time=76ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=85ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=74ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=75ms TTL=51
Reply from 184.106.239.230: bytes=32 time=72ms TTL=51
Reply from 184.106.239.230: bytes=32 time=71ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=73ms TTL=51
Reply from 184.106.239.230: bytes=32 time=189ms TTL=51

Ping statistics for 184.106.239.230:
Packets: Sent = 100, Received = 100, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 70ms, Maximum = 189ms, Average = 76ms

CUsers\Derrick>


ignore the few jumps, was my browser. i had a GREAT 50ms ping about 7pm tonight and very little PL, felt awesome. then about 9pm my netgraph started looking like this:



Uploaded with ImageShack.us


it was almost unplayable. nothing was running in the background, hardwired in.
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Old 12-03-2012, 10:26 PM   #29
slightlyhuman
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Quote:
Originally Posted by Klavshc View Post
As others have already stated, sub 100 ms is actually very decent ping, so if your game stutters or sucks, then it is something else, not your ping.

Please do what has been suggested and run the ping command: ping -n 100 stratosfear.ravenhurst.com
or
ping -n 100 google.com

Look at the results, especially packet loss.

Your router might suck, your modem might suck, your computer might suck, impossible for us to say, but calling sub 100 ms poor is a mistake imo.
i'm not here to argue, i believe you. BUT the mod i play is very quick, i can tell the difference between 50ms and 75, i assure you. just for a reference:

http://www.youtube.com/watch?v=iMgXyFHJJOA



also, i've tried two different modems. i had the windstream 4200 for the last year+ now using a gigaset(windstream) 4300. SAME issues. the house was built in 2005, pretty new wiring i'd say. keep in mind, my connection used to be a lot better(last few years).
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Old 12-04-2012, 09:57 AM   #30
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So did you do the pinging at 9 when it started acting up? Doing it when your not having problems is a waste of ICMP packets.
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Old 12-04-2012, 01:00 PM   #31
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Quote:
Originally Posted by Cabletek View Post
So did you do the pinging at 9 when it started acting up? Doing it when your not having problems is a waste of ICMP packets.
i will do it tonight as we have weekly pub games on tuesday nights.
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Old 12-04-2012, 10:47 PM   #32
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First find out what your train rate, attenuation and SNR are. Make sure they not only check for the current values, but also check the history to see if there are any fluctuations. I have seen many connections that appeared OK when I looked at it, but monitoring for a while I saw SNR fluctuating a lot - always a bad sign (physical issue).

If your gateway does not provide that information within the GUI, you can get it from your ISP. Their network support can check the real time port stats and get a snapshot of recent history, but the frontline support should still able to query the info and also get a broader history of the port stats. Depending on what kind of DSLAM you are connected to, and the profile you're on, your train rate should be roughly 3072, 3584 or 4096 on the downstream and anywhere from 640 to 1024 on the upstream. From my experience, a 3.0 connection can be stable with attenuation around 45db or less.

If you've already exhausted the physical troubleshooting on your side, and tech support has already ruled out any obvious physical port side issue, you can be reasonably certain you're not dealing with a physical problem between you and the provider. Not 100% for sure though. At the time of the packet loss, just make sure none of your lights are dropping out on the gateway. I have seen some ports lose sync very rapidly, causing a variety of packet loss/losing IP issues that were initially hard to diagnose.

Obviously try testing a different computer to rule that out (I assume that's already done).

Your ISP can monitor the traffic passing on your port, and equally across the logical interface to see if there are any dropped frames from the port, or any packet loss to your gateway at the time the issue is happening. If all the tests come back clean and there's no packet loss up to the modem from the provider, at the time you are experiencing loss to the game host, you're either experiencing a side effect of over-sold connections in your area, or there's an issue (outside your ISP) between you and the host.

There are tests the network support dept of ISP can run when logging into their equipment to see whether there's actually congestion that might be impacting your connection. Best thing is to have them on the line when you're experiencing the issue.

PS: trust me, I know how frustrating tech support can be. I HATED dealing with my ISP when I was having an intermittent slow connection over about a month's time. ugh.

Edit: a few things the ISP is able to try:
- low-delay port profile
- clear the IP bindings and rebuild logical connection so it takes a different path
- check the QoS - make sure the QoS is not being dropped at the time you're having the issue (probably highly unlikely) - if your speedtests are often very low or very erratic, good to check this... I've caught quite a few QoS issues at work that you wouldn't immediately think it was that just based on the problem description...
- if it's a DMT2 connection they might have the option to do what we call 'swing the bulk' (they might not have the same terminology lol), which just routes your connection through a different router on their end (beneficial if the one you're routed through right now is problematic, but they'd likely already know of any obvious issues with that one)
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Last edited by zCypher; 12-04-2012 at 11:04 PM.
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Old 12-05-2012, 07:17 AM   #33
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Alright, I hopped on about 8pm and played for an hour, my PL was very minimal, not enough to bother me. The 50ms felt GREAT. fast forward to right aroud 9pm when the games started my connect went to shit. 50ms the entire evening but the PL started up like someone turned on a switch and did not stop until almost 2 hours after. After it calmed down my connect wasn't bad at all.

I'll get the screens up tonight. What boggles my mind as soon as the PL started I went to CMD and pinged the server, 50-60ms every time.
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Old 12-05-2012, 07:20 AM   #34
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Quote:
Originally Posted by zCypher View Post
First find out what your train rate, attenuation and SNR are. Make sure they not only check for the current values, but also check the history to see if there are any fluctuations. I have seen many connections that appeared OK when I looked at it, but monitoring for a while I saw SNR fluctuating a lot - always a bad sign (physical issue).

If your gateway does not provide that information within the GUI, you can get it from your ISP. Their network support can check the real time port stats and get a snapshot of recent history, but the frontline support should still able to query the info and also get a broader history of the port stats. Depending on what kind of DSLAM you are connected to, and the profile you're on, your train rate should be roughly 3072, 3584 or 4096 on the downstream and anywhere from 640 to 1024 on the upstream. From my experience, a 3.0 connection can be stable with attenuation around 45db or less.

If you've already exhausted the physical troubleshooting on your side, and tech support has already ruled out any obvious physical port side issue, you can be reasonably certain you're not dealing with a physical problem between you and the provider. Not 100% for sure though. At the time of the packet loss, just make sure none of your lights are dropping out on the gateway. I have seen some ports lose sync very rapidly, causing a variety of packet loss/losing IP issues that were initially hard to diagnose.

Obviously try testing a different computer to rule that out (I assume that's already done).

Your ISP can monitor the traffic passing on your port, and equally across the logical interface to see if there are any dropped frames from the port, or any packet loss to your gateway at the time the issue is happening. If all the tests come back clean and there's no packet loss up to the modem from the provider, at the time you are experiencing loss to the game host, you're either experiencing a side effect of over-sold connections in your area, or there's an issue (outside your ISP) between you and the host.

There are tests the network support dept of ISP can run when logging into their equipment to see whether there's actually congestion that might be impacting your connection. Best thing is to have them on the line when you're experiencing the issue.

PS: trust me, I know how frustrating tech support can be. I HATED dealing with my ISP when I was having an intermittent slow connection over about a month's time. ugh.

Edit: a few things the ISP is able to try:
- low-delay port profile
- clear the IP bindings and rebuild logical connection so it takes a different path
- check the QoS - make sure the QoS is not being dropped at the time you're having the issue (probably highly unlikely) - if your speedtests are often very low or very erratic, good to check this... I've caught quite a few QoS issues at work that you wouldn't immediately think it was that just based on the problem description...
- if it's a DMT2 connection they might have the option to do what we call 'swing the bulk' (they might not have the same terminology lol), which just routes your connection through a different router on their end (beneficial if the one you're routed through right now is problematic, but they'd likely already know of any obvious issues with that one)
Incredible post. Will print this out Yes, the tech support just doesn't care or seem to even know what I'm talking about. I'm pretty noobish with this but do understand the basics when something isn't right. I've asked to talk to the tier-2 tech support but they just give me a bunch of BS when I bring it up. I have tried different computers, 3 different DSL modems, 3 different routers, different cables. I just don't understand.
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Old 12-05-2012, 08:01 AM   #35
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zCypher's post has a lot of valuable information. There is quite a bit of stuff you can do yourself, as he shows, to determine what the problem is. Whether you can fix that yourself is a different question.

So if I understand correctly, the main problem is the packet drops ?

The first thing you need to figure out is *where* those packets drop.
Your game will tell you when packets drop, but not where.
Ping will tell when packets drop, but not where.
You will need traceroute (tracert) to find out where the packets are dropped.

Be alert when the problem occurs. There is absolutely no point troubleshooting the packet drops when everything is fine and dandy. Play your games, and take immediate action when you notice drops. Or when you are on the desktop, keep a dos-window open with a ping running indefinitely to the game server. And keep your eye on that.

When drops occur, do a "tracert <your favorite server far away>".
For every hop that tracert finds, you should see three attempts. With a RTT-value in milliseconds per attempt. However, when a probe packet is dropped, you will not see a number, but a star (*). This is what you're looking for. Where are the stars ? And in particular, what is the first hop where the drops occur ?

If the drops happen on the first hop, then there is a problem with your WiFi or your ethernet cable to your own router.

If the drops happen on the 2nd hop, then there is a problem with your ADSL line.

If the drop happen further away, then the problem is congestion "somewhere on the Internet". If you look at the names of the routers at the intermediate hops, you can figure out in which network the drops happen. Either your ISPs (the first few hops), the ISP of the server (the last few hops), or somewhere in between (transit providers, internet exchange points, etc).

If the drops happen on your ethernet/wifi, then you can fix it yourself.
If the drops happen on the ADSL link, then follow zCypher's advice. Check the stats of the ADSL link (attenuation, speed, SNR, etc). You can get your ISP involved here too. At least you'll feel certain that you are barking at the right tree.
If the drops happen in the ISP's network, then you can complain to your ISP about it. And show them the numbers. They'll either will not be able to do something about it, or they might take your input to see where they need to improve their network. But I wouldn't expect much response, most ISPs will blow you off and ignore the problem, and wait till their next planned round of upgrades. If the drops happen even deeper in the Internet, you'll be all out of luck.

My bet is usually that the problem lies in the ADSL link. However, your report packet loss while you still can play. That means there are no resyncs. So maybe it's not the ADSL line in this case.

Do you get any disconnects/resyncs ? That is basically when the router(s) think there are too many biterrors happening, and they restart the whole thing. Your router's GUI should have stats for that too. If you see drops combined with packets that do get through at the same time, then you know it's not resyncs. (Because during a resynch, no packets can get through at all. Resyncs typical take between 5-30 seconds).

Maybe your line is running at (or above) the physical capacity of the copperwires/distance. Causing resyncs. A solution might be to lower the speed of the ADSL-line. This will give less bit-errors, and thus will decrease/remove resyncs, and lower packet drops. Some routers have settings to lower your up&down speeds to lower than what your provider has configured. Even when this is not an acceptable long-term solution, it is a great tool for troubleshooting.

But again, your first priority should be to determine where the packets are dropped. Without that info, nobody can do anything.

Last edited by Gryz; 12-05-2012 at 08:07 AM.
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Old 12-05-2012, 09:38 AM   #36
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Quote:
Originally Posted by slightlyhuman View Post
Alright, I hopped on about 8pm and played for an hour, my PL was very minimal, not enough to bother me. The 50ms felt GREAT. fast forward to right aroud 9pm when the games started my connect went to shit. 50ms the entire evening but the PL started up like someone turned on a switch and did not stop until almost 2 hours after. After it calmed down my connect wasn't bad at all.

I'll get the screens up tonight. What boggles my mind as soon as the PL started I went to CMD and pinged the server, 50-60ms every time.
This part gets me confused, how are you determining you are getting packet loss? If you are running the ping command and see 50ms, that sounds like you aren't getting any packet loss at all. The ping command will tell you if any packets were lost.

If when you say you are getting PL, what you mean is that you're experiencing a spike of in-game ping times and stop/stutter/whatever in the game, and this occurs at the same time that you are able to ping that same server without loss at a command prompt, then it really sounds a lot more like a software/driver issue.

Then again, if you saw the in-game symptoms, then went away from the game to run the ping command, could be the issue went away by then. I would set the command prompt to just continually run the ping in the background as you play, and then go back and check it for any hiccups that would correspond with the in-game issues. If the pings come back always clean, I think you something wrong at the software/driver issue.
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Old 12-05-2012, 09:50 AM   #37
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Quote:
Originally Posted by slightlyhuman View Post
Alright, I hopped on about 8pm and played for an hour, my PL was very minimal, not enough to bother me. The 50ms felt GREAT. fast forward to right aroud 9pm when the games started my connect went to shit. 50ms the entire evening but the PL started up like someone turned on a switch and did not stop until almost 2 hours after. After it calmed down my connect wasn't bad at all.

I'll get the screens up tonight. What boggles my mind as soon as the PL started I went to CMD and pinged the server, 50-60ms every time.

This is exactly the kind of information we needed. Having perfect numbers (good PING time and no packets lost) while the game is getting horrid results shows that the problem is with the game servers and not your Internet connection.

The fact that it happens right at 9 PM every time seems to indicate that the game server has a scheduled task that runs at 9 that slows everything else down, or else the ISP connection where the the server is hosted has a peak usage time of 9 PM and their network is simply overloaded.


Quote:
Originally Posted by zcypher
This part gets me confused, how are you determining you are getting packet loss? If you are running the ping command and see 50ms, that sounds like you aren't getting any packet loss at all. The ping command will tell you if any packets were lost.
zCypher, the game has an internal utility that shows its own ping/packet loss statistics for its connection to the game server. He is seeing very erratic ping results and high packet loss on that screen, but by doing the windows PING test while the game was having problems as we asked, he has clarified that it is only happening within the game and not on the connection itself.
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Last edited by Fardringle; 12-05-2012 at 09:53 AM.
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Old 12-05-2012, 10:17 AM   #38
slightlyhuman
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Quote:
Originally Posted by Fardringle View Post
This is exactly the kind of information we needed. Having perfect numbers (good PING time and no packets lost) while the game is getting horrid results shows that the problem is with the game servers and not your Internet connection.

The fact that it happens right at 9 PM every time seems to indicate that the game server has a scheduled task that runs at 9 that slows everything else down, or else the ISP connection where the the server is hosted has a peak usage time of 9 PM and their network is simply overloaded.



zCypher, the game has an internal utility that shows its own ping/packet loss statistics for its connection to the game server. He is seeing very erratic ping results and high packet loss on that screen, but by doing the windows PING test while the game was having problems as we asked, he has clarified that it is only happening within the game and not on the connection itself.

you're right.

Quote:
Red lines indicate dropped packets. Or, do a ‘ping’ test — timeout’s mean dropped packets.
Off of a website related to quake 2. No one else is experiencing PL like I am. I will run the ping constantly in the background during my next game with PL and let you guys know the results.


I have some screenshots to posts to explain exactly what I experienced last night and every other night.
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Old 12-05-2012, 10:18 AM   #39
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also, I play on dallas servers two(not very often). i have the same problems most of the time. i have tried TWO different laptops, side by side.
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Old 12-05-2012, 07:51 PM   #40
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Then it sounds more common to your connection, anything particular happen around 9 you know of? Like you start drawing massive amounts of power or bandwidth for netflix or someone starts using the phone and it may be back feeding or some such? Could be the DSL provider, but any big operation would know running routine maintenance during prime time is a dumb idea so I doubt that theory will hold up in the end. How about sprinkler systems? Could they be getting the UG cables/NID wet or something?
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Old 12-05-2012, 09:00 PM   #41
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alright just hopped on for a few minutes. i ran the -t in cmd while i ran around the server by myself. my ping was GREAT but you will see all the PL(red line). it's usually like the first two pictures but last night two times within 10 minutes my DSL freaked out and i saw RIDICULOUS packet loss.




that's how it usually is no matter what my ping is. sometimes it's non-existent(which is great).

below is my pinging the server while running around for a few minutes(the 1000+ms was my fault):



Reply from 184.106.239.230: bytes=32 time=54ms TTL=49
Reply from 184.106.239.230: bytes=32 time=61ms TTL=49
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Request timed out.
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Ping statistics for 184.106.239.230:
Packets: Sent = 441, Received = 435, Lost = 6 (1% loss),
Approximate round trip times in milli-seconds:
Minimum = 51ms, Maximum = 1608ms, Average = 116ms







here is what happened last night, an insane amount of PL:

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Old 12-05-2012, 09:05 PM   #42
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FWIW, just tried a new chicago-based server(different provider) we just put up. same 50ms ping but the same PL too:



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Old 12-05-2012, 09:09 PM   #43
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and one more time on the dallas server:



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Old 12-05-2012, 11:07 PM   #44
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Oh ok sorry about that, totally missed the in-game packet stats lol. So far you seem to have ruled out:

- computer - multiple computers tested, command prompt pings OK while issue happens
- game installation itself - multiple computers tested
- game servers - you tested multiple servers with the same results
- physical issue at your end - multiple modems/routers/cables/etc
- obvious issues with your connection (troubleshooting with your ISP)

You mentioned it seems always to happen after 9pm. It seems you are left with two possible culprits:

1 - over-capacity issues (your ISP) - at work, we actually have an almost permanent posting in our outage board for certain areas affected by exactly this issue. until much of the network infrastructure is upgraded, the issue will continue
2 - gremlins - these little bastards cause all kinds of insanity-inducing problems, can never seem to catch them... dammit

Edit: if it's #1, the 'swinging the bulk' trick i mentioned earlier probably won't help as the routers serving your dslam are likely all affected. however, since I really suspect you're on a DMT2 port, call and see if they can tell you whether or not any ADSL2+ ports are available. Might be a long shot, but if they do have 2+ ports available (meaning you'd be connected to an entirely different dslam), there's a good chance that dslam wouldn't be affected by the issue. So far I've only ever heard of this happening on DMT2 dslams.

Also you have no obligation to upgrade to a bigger plan, you can keep 3.0 regardless of whether you're on DMT2 or ADSL2+ so don't let them try to upsell you if you don't want that.

I'd like to think they would automatically put you on a 2+ port if they knew about said capacity issues affecting DMT2 ports, but ... yeah... i wouldn't assume

Seems you are not alone:
http://www.dslreports.com/comments/1...p=4&filter=neg
http://www.customerservicescoreboard.com/Windstream
http://www.dslreports.com/forum/windstream

Windstream seems to be on Twitter, not sure if that could help you though.
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Old 12-06-2012, 07:31 AM   #45
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yeah, fuck windstream. i'm 200 ft from the closest cable drop. there's a DSL company right down the road that serves the rural part of where i live, 37ms(friend has it) to the chicago-based servers=[

but yes, fuck windstream.


i'll call about the adsl2+ request. i doubt they even know what i'm talking about seeing as every single rep has not seemed to give one shit about my issues.
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Old 12-06-2012, 07:51 AM   #46
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god damn this makes me boil just thinking about reading those reviews. i knew they were a horrible company but the fact that they don't have one single positive score on any of those sites.

how long is a company allowed to do this to their customers before action is taken?
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Old 12-06-2012, 07:51 AM   #47
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also, thanks for the intelligent replies. it's amazing i get more info from you guys than the actual company itself.

:beer; for your advice and efforts
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Old 12-06-2012, 08:03 AM   #48
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You can do a lot of yelling and stamping your foot.
You can keep pinging till the end of the world. (Luckily that's in a few days).
But it won't solve your problems.

Why don't you do what is asked ?
zCypher asked you to log into your router, and check the statistics of your ADSL line. Did it resync recently ? If so, how often does it resync ? When does it resync ? What are the linespeeds ? What is the attenuation ? What is the SNR ? How many bit-errors does it see ? How many correctable errors and uncorrectable errors ? Differences between upstream and downstream stats ? Values taken during times of problems, of course.
And I asked you to use tracert, during problem time. So you can find where the packets are dropped.

Two different methods of approach. But both will give additional info. Without such info, you will never know what is going on. Right now we don't have a clue what is going on. Nothing, nada. In my country we have a saying "meten is weten", which means: "measuring is knowing".

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Old 12-06-2012, 08:36 AM   #49
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Quote:
Originally Posted by Gryz View Post
You can do a lot of yelling and stamping your foot.
You can keep pinging till the end of the world. (Luckily that's in a few days).
But it won't solve your problems.

Why don't you do what is asked ?
zCypher asked you to log into your router, and check the statistics of your ADSL line. Did it resync recently ? If so, how often does it resync ? When does it resync ? What are the linespeeds ? What is the attenuation ? What is the SNR ? How many bit-errors does it see ? How many correctable errors and uncorrectable errors ? Differences between upstream and downstream stats ? Values taken during times of problems, of course.
And I asked you to use tracert, during problem time. So you can find where the packets are dropped.

Two different methods of approach. But both will give additional info. Without such info, you will never know what is going on. Right now we don't have a clue what is going on. Nothing, nada. In my country we have a saying "meten is weten", which means: "measuring is knowing".
my time has been limited this week with work unfortunately. i will try tomorrow evening and possibly tonight if i get off in time.
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Old 12-06-2012, 08:54 PM   #50
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It will be hit or miss with front line, just the nature of the beast (same for all ISPs really). You can politely ask them to consult their helpdesk, transfer you to level 2, or whatever. As a front line agent I always did put 999x more effort when the client was nice, regardless of whether they are right or not or their request was supported or not.

I feel for you though, troubleshooting slow issues with my ISP was a pain in the ass - they just blamed me (and that WAS their tier2). It turned out my neighbours were also affected and there was something going on, but they never admitted it.

If you have other options for ISPs, definitely consider them! It would be cool to finally find out for sure what the issue turns out to be though.
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