"Enjoy the Lag?"

  • Digerati
    Digerati
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    don't let this get buried. I must know the extent of the data breach.
  • Lehman
    Lehman
    Docmandu wrote: »
    Lehman wrote: »
    The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    Thanks for the laugh... now back to reality...

    Whats your results from packet sniffing? What do you see so differently?
  • Lehman
    Lehman
    Docmandu wrote: »
    Lehman wrote: »
    The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    Thanks for the laugh... now back to reality...

    FYI...

    Look at how many retrasmission you get inside PVP compared to the rest of game. Then go into a group instance and see those drop and see the RTO time go down.
  • Docmandu
    Docmandu
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    Lehman wrote: »
    Docmandu wrote: »
    Lehman wrote: »
    The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    Thanks for the laugh... now back to reality...

    FYI...

    Look at how many retrasmission you get inside PVP compared to the rest of game. Then go into a group instance and see those drop and see the RTO time go down.

    Well just to humor you...

    Info about 79.141.174.3
    First/Last Seen Tue Feb 2 19:56:15 2016 - Tue Feb 2 21:29:33 2016
    Total Data Sent 222.2 MBytes/167,219 Pkts/0 Retran. Pkts [0%]
    Total Data Rcvd 6.5 MBytes/113,914 Pkts/0 Retran. Pkts [0%]


    Current Avg Peak Current Avg Peak
    342.8 Kbit/s 342.5 Kbit/s 3.9 Mbit/s 51.4 Pkt/s 49.9 Pkt/s 597.3 Pkt/s


    In super laggy Azura EU..

    Since it's server lag, as in the server not able to keep up with processing game objects.. the network doesn't matter at all. It would be just as laggy with UDP or with a dedicated 100Gbit network connection directly attached to the server..

    Edited by Docmandu on February 2, 2016 8:43PM
  • demendred
    demendred
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    Some of my friends use lag switches when in pvp. You probably ran into one of them.
    All good Nords goto Sto'Vo'Kor.
  • WalkingLegacy
    WalkingLegacy
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    Docmandu wrote: »
    Lehman wrote: »
    Docmandu wrote: »
    Lehman wrote: »
    The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    Thanks for the laugh... now back to reality...

    FYI...

    Look at how many retrasmission you get inside PVP compared to the rest of game. Then go into a group instance and see those drop and see the RTO time go down.

    Well just to humor you...

    Info about 79.141.174.3
    First/Last Seen Tue Feb 2 19:56:15 2016 - Tue Feb 2 21:29:33 2016
    Total Data Sent 222.2 MBytes/167,219 Pkts/0 Retran. Pkts [0%]
    Total Data Rcvd 6.5 MBytes/113,914 Pkts/0 Retran. Pkts [0%]


    Current Avg Peak Current Avg Peak
    342.8 Kbit/s 342.5 Kbit/s 3.9 Mbit/s 51.4 Pkt/s 49.9 Pkt/s 597.3 Pkt/s


    In super laggy Azura EU..

    Since it's server lag, as in the server not able to keep up with processing game objects.. the network doesn't matter at all. It would be just as laggy with UDP or with a dedicated 100Gbit network connection directly attached to the server..

    UDP might clear a lot of it up actually. Maybe not all of it as they are reported to have some antihack running that really bogged down the servers but you know you cant have a direct connection to their server...

    You have a router, router is connected to firewalls and switches. Servers are connected to firewalls and routers. Switches may be used to connect different servers to the whole 'megaserver'.

    A lot of different places for your TCP to go through. Now mutlltiply that by how many players with all their unique builds and the crappy champion point system.
  • Lehman
    Lehman
    Docmandu wrote: »
    Lehman wrote: »
    Docmandu wrote: »
    Lehman wrote: »
    The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    Thanks for the laugh... now back to reality...

    FYI...

    Look at how many retrasmission you get inside PVP compared to the rest of game. Then go into a group instance and see those drop and see the RTO time go down.

    Well just to humor you...

    Info about 79.141.174.3
    First/Last Seen Tue Feb 2 19:56:15 2016 - Tue Feb 2 21:29:33 2016
    Total Data Sent 222.2 MBytes/167,219 Pkts/0 Retran. Pkts [0%]
    Total Data Rcvd 6.5 MBytes/113,914 Pkts/0 Retran. Pkts [0%]


    Current Avg Peak Current Avg Peak
    342.8 Kbit/s 342.5 Kbit/s 3.9 Mbit/s 51.4 Pkt/s 49.9 Pkt/s 597.3 Pkt/s


    In super laggy Azura EU..

    Since it's server lag, as in the server not able to keep up with processing game objects.. the network doesn't matter at all. It would be just as laggy with UDP or with a dedicated 100Gbit network connection directly attached to the server..

    Those are solid. I'm at work right now so not on my personal machine but I was getting a retrans every 15-30 secs on my wireshark with an RTO of up to 2.03 secs. Mine was to Azura NA. I'm going to have to look at each hop now later night and see where im dropping at.

    Can't disagree with what you are saying with those numbers.
  • Lehman
    Lehman
    What kind of ping where you at as well?
  • Thevampirenight
    Thevampirenight
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    Lehman wrote: »
    He saw the ball Zerg coming.

    Theory is they moved a lot of the client calculations to the server side to prevent botting in the past (crazy coldharbor bot trains). The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    The cause of these dropped packets though, oh man that is a huge mess to dig through and I feel bad for that group of IT guys. Because normally you want to point to the straw that broke the camels back but in practice it won't fix it. It's a slew of things that snowballed.

    A Zerg of players though is just not the cause. Depending on setup/gear/colors/abilities/cp so on and so on a group of 8 players can create as many calculations as a group of 40 players and flood the NIC/Switches/firewall/router.

    Until they change client and server relationship, this won't go away. Client requires too many check ins.

    Well the bot problem use to be a problem hell spam would be constant in zone chat,
    They have made it so bots feel so unwelcome they left the game and there has not been one spam to a certain website in so long ever since they put in the delete limit hurting them badly, Eso is one the few bot spam free mmos out there right now,
    Would you rather have bot spam or lagged pvp, I would choose the second option bots are a menance and hurt the game more then help. Be glad they put those bot measures in place. and opps lol I messed up when I and had to edit. Tired :( But I meant the second option I rather have lagged pvp then bot spam.
    I had to edit it again.
    I am glad the bots are gone and want them to stay gone for good. I rather not deal with the problem of bots and rather have lagged pvp. Because the bots create more lag and strain on the playerbase me thinks then the measures themselves.
    Edited by Thevampirenight on February 2, 2016 11:23PM
    PC NA
    Please add Fangs to Vampires.
  • Docmandu
    Docmandu
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    Docmandu wrote: »
    Lehman wrote: »
    Docmandu wrote: »
    Lehman wrote: »
    The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.

    So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.

    Thanks for the laugh... now back to reality...

    FYI...

    Look at how many retrasmission you get inside PVP compared to the rest of game. Then go into a group instance and see those drop and see the RTO time go down.

    Well just to humor you...

    Info about 79.141.174.3
    First/Last Seen Tue Feb 2 19:56:15 2016 - Tue Feb 2 21:29:33 2016
    Total Data Sent 222.2 MBytes/167,219 Pkts/0 Retran. Pkts [0%]
    Total Data Rcvd 6.5 MBytes/113,914 Pkts/0 Retran. Pkts [0%]


    Current Avg Peak Current Avg Peak
    342.8 Kbit/s 342.5 Kbit/s 3.9 Mbit/s 51.4 Pkt/s 49.9 Pkt/s 597.3 Pkt/s


    In super laggy Azura EU..

    Since it's server lag, as in the server not able to keep up with processing game objects.. the network doesn't matter at all. It would be just as laggy with UDP or with a dedicated 100Gbit network connection directly attached to the server..

    UDP might clear a lot of it up actually.

    It will make 0 difference for the current lag problem in Cyrodiil... which again.. is the computing power of the server not able to do all the computation in the needed time.. it's CPU power that is the current problem.. not networking.


  • Digerati
    Digerati
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    But what about the user-to-user IP extriplication? Is that exclusive to the PSN or does it also affect xbone?
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