3/11/2023 0 Comments Pingplotter vs smokeping![]() If UDP is lost or delayed it causes the known desync in gaming world. I was thinking it could be their network carriers or the routing changing since game servers lag and they only use UDP. Your best bet would be to have a complete network capture (wireshark) from one disconnect incident so you can report that to I also want to point out that I also use Wireguard Tunneling. Sounds like the gameserver traffic is considered as an attack. If you come here just to blame the service providers I use don't waste your time, leave this said: I just want new views or what tools I can use to help trace this "ghost" issue. P.S I don't want this to be a "war" thread competitors blaming other competitors etc. This has been for a month and I tried everything and I come here at peace asking for help or any tips for tracking this. My games use UDP if UDP has packet loss or has "Jitter" players would lag in-game. I'm using Ping Plotter now sending UDP raw of 180 bytes every 1sec to see if I can track some sort of bad "routing" being applied or some UDP packet loss. What could cause in-game desync (1-5min) and stop randomly like nothing happenned? I changed MTU's and ReliableSite and BuyVM confirms that their end is working fine. I tracked both ends and they are fine (It seems for me). ![]() No high ping looking at "SmokePing" and WinMTR is fine. Randomly those servers at ReliableSite using BuyVM the network start freezing on our game servers. I have few dedicated servers at ReliableSite and few at OVH and others and I use BuyVM GRE Tunnel to protect my Game Servers (because they use and they have the juicy anycast. I run game servers (RUST/CS/7 Days/Squad/Ark/Arma2). ![]()
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